unit UScreenSingModi; 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, //TODO: maybe LCD Support as Plugin? UScreenSing, ModiSDK; type TScreenSingModi = class(TScreenSing) protected //paused: boolean; //Pause Mod //PauseTime: Real; //NumEmptySentences: integer; public //TextTime: integer; //StaticP1: integer; //StaticP1ScoreBG: integer; //TextP1: integer; //TextP1Score: integer; //StaticP2R: integer; //StaticP2RScoreBG: integer; //TextP2R: integer; //TextP2RScore: integer; //StaticP2M: integer; //StaticP2MScoreBG: integer; //TextP2M: integer; //TextP2MScore: integer; //StaticP3R: integer; //StaticP3RScoreBG: integer; //TextP3R: integer; //TextP3RScore: integer; //Tex_Background: TTexture; //FadeOut: boolean; //LyricMain: TLyric; //LyricSub: TLyric; Winner: Byte; //Who Wins PlayerInfo: TPlayerInfo; TeamInfo: TTeamInfo; constructor Create; override; procedure onShow; override; //procedure onShowFinish; override; function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; function Draw: boolean; override; procedure Finish; override; //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? //procedure Pause; //Pause Mod(Toggles Pause) end; type TCustomSoundEntry = record Filename : String; Stream : TAudioPlaybackStream; end; var //Custom Sounds CustomSounds: array of TCustomSoundEntry; //Procedured for Plugin function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; //function Translate (const Name: PChar): PChar; stdcall; procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound //Utilys function ToSentences(Const Lines: TLines): TSentences; implementation uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses; // Method for input parsing. If False is returned, GetNextWindow // should be checked to know the next window to load; function TScreenSingModi.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; begin Result := true; If (PressedDown) Then begin // Key Down case PressedKey of SDLK_ESCAPE, SDLK_BACKSPACE : begin Finish; AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenPartyScore); end; else Result := inherited ParseInput(PressedKey, CharCode, PressedDown); end; end; end; constructor TScreenSingModi.Create; begin inherited Create; end; function ToSentences(Const Lines: TLines): TSentences; var I, J: Integer; begin Result.Current := Lines.Current; Result.High := Lines.High; Result.Number := Lines.Number; Result.Resolution := Lines.Resolution; Result.NotesGAP := Lines.NotesGAP; Result.TotalLength := Lines.NoteType; SetLength(Result.Sentence, Length(Lines.Line)); for I := low(Result.Sentence) to high(Result.Sentence) do begin Result.Sentence[I].Start := Lines.Line[I].Start; Result.Sentence[I].StartNote := Lines.Line[I].StartNote; Result.Sentence[I].Lyric := Lines.Line[I].Lyric; Result.Sentence[I].LyricWidth := Lines.Line[I].LyricWidth; Result.Sentence[I].End_ := Lines.Line[I].End_; Result.Sentence[I].BaseNote := Lines.Line[I].BaseNote; Result.Sentence[I].HighNote := Lines.Line[I].HighNote; Result.Sentence[I].IlNut := Lines.Line[I].IlNut; Result.Sentence[I].TotalNotes := Lines.Line[I].TotalNotes; SetLength(Result.Sentence[I].Note, Length(Lines.Line[I].Note)); for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do begin Result.Sentence[I].Note[J].Color := Lines.Line[I].Note[J].Color; Result.Sentence[I].Note[J].Start := Lines.Line[I].Note[J].Start; Result.Sentence[I].Note[J].Length := Lines.Line[I].Note[J].Length; Result.Sentence[I].Note[J].Tone := Lines.Line[I].Note[J].Tone; Result.Sentence[I].Note[J].ToneGamus := Lines.Line[I].Note[J].ToneGamus; //Result.Sentence[I].Note[J].Text := Lines.Line[I].Note[J].Tekst; Result.Sentence[I].Note[J].FreeStyle := Lines.Line[I].Note[J].FreeStyle; Result.Sentence[I].Note[J].Typ := Lines.Line[I].Note[J].NoteType; end; end; end; procedure TScreenSingModi.onShow; var I: Integer; begin inherited; PlayersPlay := TeamInfo.NumTeams; if DLLMan.Selected.LoadSong then //Start with Song begin inherited; end else //Start Without Song begin AudioInput.CaptureStart; end; //Set Playerinfo PlayerInfo.NumPlayers := PlayersPlay; for I := 0 to PlayerInfo.NumPlayers-1 do begin PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]); PlayerInfo.Playerinfo[I].Score := 0; PlayerInfo.Playerinfo[I].Bar := 50; PlayerInfo.Playerinfo[I].Enabled := True; end; for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do begin PlayerInfo.Playerinfo[I].Score:= 0; PlayerInfo.Playerinfo[I].Bar := 0; PlayerInfo.Playerinfo[I].Enabled := False; end; {Case PlayersPlay of 1: begin PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X; PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; end; 2,4: begin PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X; PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X; PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X; PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X; PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; end; 3,6: begin PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X; PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X; PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X; PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X; PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X; PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X; PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; end; end; } // play music (I) //Music.CaptureStart; //Music.MoveTo(AktSong.Start); //Init Plugin if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Lines[0]), LoadTex, Print, LoadSound, PlaySound) then begin //Fehler Log.LogError('Could not Init Plugin'); Halt; end; // Set Background (Little Workaround, maybe change sometime) if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then ScreenSing.Tex_Background := Tex_Background; Winner := 0; //Set Score Visibility {if PlayersPlay = 1 then begin Text[TextP1Score].Visible := DLLMan.Selected.ShowScore; Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore; end; if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore; Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore; Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore; Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore; end; if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore; Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore; Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore; Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore; Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore; Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore; end; } end; function TScreenSingModi.Draw: boolean; var Min: integer; Sec: integer; Tekst: string; S, I: integer; T: integer; begin Result := false; //Set Playerinfo PlayerInfo.NumPlayers := PlayersPlay; for I := 0 to PlayerInfo.NumPlayers-1 do begin PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name); if PlayerInfo.Playerinfo[I].Enabled then begin if (Player[I].ScoreTotalI<=10000) then PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI; PlayerInfo.Playerinfo[I].Bar := Round(Scores.Players[I].RBPos * 100); end; end; //Show Score if DLLMan.Selected.ShowScore then begin {//ScoreBG Mod // set player colors 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; //end ScoreBG Mod } // set player names (for 2 screens and only Singstar skin) if ScreenAct = 1 then begin Text[TextP1].Text := 'P1'; Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin 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 // stereo <- and where iss P2M? or P3? 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;} // .. 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; } end; //ShowScore for S := 1 to 1 do Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; for T := 0 to 1 do Text[T].X := Text[T].X + 10*ScreenX; if DLLMan.Selected.LoadSong then begin // update static menu with time ... Min := Round(LineState.CurrentTime) div 60; Sec := Round(LineState.CurrentTime) 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); end; // draw static menu (BG) DrawBG; //Draw Background if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then SingDrawBackground; // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt? // update and draw movie // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X { if ShowFinish and CurrentSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin UpdateSmpeg; // this only draws end;} // draw static menu (FG) DrawFG; if ShowFinish then begin if DllMan.Selected.LoadSong then begin if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then begin //Pause Mod: if not Paused then Sing(Self); // analyze song end else begin if not FadeOut then begin Finish; FadeOut := true; FadeTo(@ScreenPartyScore); end; end; end; end; // draw custom items SingModiDraw(PlayerInfo); // always draw //GoldenNoteStarsTwinkle Mod GoldenRec.SpawnRec; //GoldenNoteStarsTwinkle Mod //Update PlayerInfo for I := 0 to PlayerInfo.NumPlayers-1 do begin if PlayerInfo.Playerinfo[I].Enabled then begin //PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI; end; end; if ((ShowFinish) AND (NOT Paused)) then begin if not DLLMan.PluginDraw(Playerinfo, Lines[0].Current) then begin if not FadeOut then begin Finish; FadeOut := true; FadeTo(@ScreenPartyScore); end; end; end; //Change PlayerInfo/Changeables for I := 0 to PlayerInfo.NumPlayers-1 do begin if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then begin //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI); Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score; end; {if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; } end; // back stereo 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;} for S := 1 to 1 do Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; for T := 0 to 1 do Text[T].X := Text[T].X - 10*ScreenX; Result := true; end; procedure TScreenSingModi.Finish; begin inherited Finish; Winner := DllMan.PluginFinish(PlayerInfo); //Log.LogError('Winner: ' + InttoStr(Winner)); //DLLMan.UnLoadPlugin; end; function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; var Texname, EXT: String; Tex: TTexture; begin //Get texture Name TexName := Skin.GetTextureFileName(String(Name)); //Get File Typ Ext := ExtractFileExt(TexName); if (uppercase(Ext) = '.JPG') then Ext := 'JPG' else Ext := 'BMP'; Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0); Result.TexNum := Tex.TexNum; Result.W := Tex.W; Result.H := Tex.H; end; { function Translate (const Name: PChar): PChar; stdcall; begin Result := PChar(Language.Translate(String(Name))); end; } procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text begin SetFontItalic ((Style and 128) = 128); SetFontStyle(Style and 7); SetFontSize(Size); SetFontPos (X, Y); glPrint (PChar(Language.Translate(String(Text)))); end; function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound var S: TAudioPlaybackStream; I: Integer; F: String; begin //Search for Sound in already loaded Sounds F := UpperCase(SoundPath + FileName); For I := 0 to High(CustomSounds) do begin if (UpperCase(CustomSounds[I].Filename) = F) then begin Result := I; Exit; end; end; S := AudioPlayback.OpenSound(SoundPath + String(Name)); if (S <> nil) then Result := High(CustomSounds) else Result := 0; end; procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound begin if (Index <= High(CustomSounds)) then AudioPlayback.PlaySound(CustomSounds[Index].Stream); end; end.