unit UScreenSong; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, SDL, UMusic, UFiles, UTime, UDisplay, USongs, SysUtils, UCommon, ULog, UThemes, UTexture, ULanguage, //ULCD, //TODO: maybe LCD Support as Plugin? //ULight, //TODO: maybe Light Support as Plugin? USong, UIni; type TScreenSong = class(TMenu) private EqualizerData: TFFTData; // moved here to avoid stack overflows EqualizerBands: array of Byte; EqualizerTime: Cardinal; procedure StartMusicPreview(Song: TSong); 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; MusicStartTime: cardinal; 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: WideChar; PressedDown: Boolean): Boolean; override; function Draw: boolean; override; procedure GenerateThumbnails(); procedure onShow; override; procedure onHide; override; procedure SelectNext; procedure SelectPrev; //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? 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: String);// Show Custom Text in Top left procedure HideCatTL;// Show Cat in Tob left procedure Refresh; //Refresh Song Sorting procedure DrawEqualizer; procedure ChangeMusic; //Party Mode procedure SelectRandomSong; procedure SetJoker; procedure SetStatics; //procedures for Menu procedure StartSong; procedure OpenEditor; procedure DoJoker(Team: Byte); procedure SelectPlayers; procedure UnLoadDetailedCover; //Extensions procedure DrawExtensions; end; implementation uses UGraphic, UMain, UCovers, math, gl, USkins, UDLLManager, UParty, UPlaylist, UScreenSongMenu; // ***** 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: String);// Show Custom Text in Top left begin Text[TextCat].Text := Caption; Text[TextCat].Visible := true; Static[StaticCat].Visible := False; end; //Show Cat in Top Left Mod procedure TScreenSong.ShowCatTL(Cat: Integer); begin //Change Text[TextCat].Text := CatSongs.Song[Cat].Artist; //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover); //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true); Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true); //Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, false); //Show Text[TextCat].Visible := true; Static[StaticCat].Visible := True; end; procedure TScreenSong.HideCatTL; begin //Hide //Text[TextCat].Visible := false; Static[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: WideChar; PressedDown: Boolean): Boolean; var I: integer; I2: integer; SDL_ModState: Word; Letter: WideChar; 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 if (WideCharUpperCase(CharCode)[1] in ([WideChar('A')..WideChar('Z')]) ) then begin Letter := WideCharUpperCase(CharCode)[1]; 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) and (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) and (WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Title)[1] = Letter) then begin SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; SetScroll4; //UpdateLCD; //TODO: maybe LCD Support as Plugin? //Break and Exit Exit; 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) and (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) and (WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Artist)[1] = Letter) then begin SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; SetScroll4; //UpdateLCD; //TODO: maybe LCD Support as Plugin? //Break and Exit Exit; end; end; end; end; Exit; end; // check normal keys case WideCharUpperCase(CharCode)[1] of 'Q': begin Result := false; Exit; end; '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 ScreenSongMenu.MenuShow(SM_Playlist) else ScreenSongMenu.MenuShow(SM_Main); end else begin ScreenSongMenu.MenuShow(SM_Playlist_Load); end; end //Party Mode -> Show Party Menu else begin ScreenSongMenu.MenuShow(SM_Party_Main); end; end; Exit; end; 'P': //Show Playlist Menu begin if (Songs.SongList.Count > 0) and (Mode = smNormal) then begin ScreenSongMenu.MenuShow(SM_Playlist_Load); end; Exit; end; 'J': //Show Jumpto Menu begin if (Songs.SongList.Count > 0) and (Mode = smNormal) then begin ScreenSongJumpto.Visible := True; end; Exit; end; 'E': begin OpenEditor; Exit; end; 'R': begin if (Songs.SongList.Count > 0) and (Mode = smNormal) then begin if (SDL_ModState = KMOD_LSHIFT) and (Ini.Tabs_at_startup = 1) then //Random Category begin I2 := 0; //Count Cats for I:= low(CatSongs.Song) to high (CatSongs.Song) do begin if CatSongs.Song[I].Main then Inc(I2); end; I2 := Random (I2)+1; //Zufall //Find Cat: for I:= low(CatSongs.Song) 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.Tabs_at_startup = 1) then //random in All Categorys begin repeat I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; 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; //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); ChangeMusic; SetScroll4; //UpdateLCD; //TODO: maybe LCD Support as Plugin? 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.Tabs_at_startup = 1) and (CatSongs.CatNumShow <> -1) then begin //Find Category I := Interaction; while not catsongs.Song[I].Main do begin Dec (I); if (I < low(catsongs.Song)) then break; end; if (I<= 1) then Interaction := high(catsongs.Song) else Interaction := I - 1; //Stop Music AudioPlayback.Stop; CatSongs.ShowCategoryList; //Show Cat in Top Left Mod HideCatTL; //Show Wrong Song when Tabs on Fix SelectNext; FixSelected; //SelectPrev; //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('', 0); //Show Cat in Top Left Mod HideCatTL; Interaction := 0; //Show Wrong Song when Tabs on Fix SelectNext; FixSelected; ChangeMusic; end else begin AudioPlayback.Stop; 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 {$IFDEF UseSerialPort} // PortWriteB($378, 0); {$ENDIF} 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; //Play Music: ChangeMusic; 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 ScreenSong.StartSong; 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.Tabs_at_startup = 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); ChangeMusic; 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.Tabs_at_startup = 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); ChangeMusic; 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; //InteractNext; //SongTarget := Interaction; ChangeMusic; SetScroll4; //UpdateLCD; //TODO: maybe LCD Support as Plugin? //Light.LightOne(1, 200); //TODO: maybe Light Support as Plugin? end; end; SDLK_LEFT: begin if (Songs.SongList.Count > 0)and (Mode = smNormal) then begin AudioPlayback.PlaySound(SoundLib.Change); SelectPrev; ChangeMusic; SetScroll4; //UpdateLCD; //TODO: maybe LCD Support as Plugin? //Light.LightOne(0, 200); //TODO: maybe Light Support as Plugin? end; end; SDLK_1: begin //Joker // to-do : Party {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 1) and (PartySession.Teams.Teaminfo[0].Joker > 0) then begin //Use Joker Dec(PartySession.Teams.Teaminfo[0].Joker); SelectRandomSong; SetJoker; end; } end; SDLK_2: begin //Joker {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 2) and (PartySession.Teams.Teaminfo[1].Joker > 0) then begin //Use Joker Dec(PartySession.Teams.Teaminfo[1].Joker); SelectRandomSong; SetJoker; end; } end; SDLK_3: begin //Joker {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 3) and (PartySession.Teams.Teaminfo[2].Joker > 0) then begin //Use Joker Dec(PartySession.Teams.Teaminfo[2].Joker); SelectRandomSong; SetJoker; end; } 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 SetLength(EqualizerBands, Theme.Song.Equalizer.Bands); //ClearArray For I := low(EqualizerBands) to high(EqualizerBands) do EqualizerBands[I] := 3; if (Length(CatSongs.Song) > 0) then Interaction := 0; end; procedure TScreenSong.GenerateThumbnails(); var I: Integer; LoadNoCover: boolean; OldTextureLimit: integer; begin if (Length(CatSongs.Song) <= 0) then Exit; // set length of button array once instead for every song SetButtonLength(Length(CatSongs.Song)); // backup and set texture limit OldTextureLimit := Texture.Limit; Texture.Limit := 512; // create all buttons for I := 0 to High(CatSongs.Song) do begin // if cover not found then show 'no cover' if (not FileExists(CatSongs.Song[I].Path + CatSongs.Song[I].Cover)) then CatSongs.Song[I].Cover := ''; if (CatSongs.Song[I].Cover = '') then begin LoadNoCover := true; end else begin // cache texture if there is a need to this if (not Covers.CoverExists(CatSongs.Song[I].Path + CatSongs.Song[I].Cover)) then begin Texture.CreateCacheMipmap := true; Texture.GetTexture(CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap Texture.CreateCacheMipmap := false; // puts this texture to the cache file Covers.AddCover(CatSongs.Song[I].Path + CatSongs.Song[I].Cover); // unload full size texture Texture.UnloadTexture(CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, false); // TODO: we should also add mipmap texture by calling createtexture and use mipmap cache as data source end; // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here) try // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. AddButton(300 + I*250, 140, 200, 200, CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections); LoadNoCover := false; except // report error and change cover to NoCover Log.LogError('Could not load Cover: ' + CatSongs.Song[I].Cover); LoadNoCover := true; end; end; if (LoadNoCover) then begin try // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. AddButton(300 + I*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections) except // NoSong Cover is damaged Log.LogError('NoCover Cover is damaged!'); // set a dummy cover and start loading next Song try // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. AddButton(300 + I*250, 140, 200, 200, '', TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections); except ShowMessage('"No Cover" image is damaged. Ultrastar will exit now.'); Halt; end; end; end; end; // restore texture limit Texture.Limit := OldTextureLimit; 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:begin if VS > 5 then SetScroll5 else SetScroll4; end; 6: SetScroll6; else SetScroll4; end; //Set Visibility of Video Icon Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> ''); //Set Texts: Text[TextArtist].Text := CatSongs.Song[Interaction].Artist; Text[TextTitle].Text := CatSongs.Song[Interaction].Title; if (Ini.Tabs_at_startup = 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.Tabs_at_startup = 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 //BMin: integer; // button min // Auto Removed, Unused Variable //BMax: integer; // button max // Auto Removed, Unused Variable 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 Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture end; procedure TScreenSong.SetScroll2; var B: integer; //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu //Wsp2: real; begin // liniowe 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; // kolowe { for B := 0 to High(Button) do begin Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. Wsp2 := Wsp / Length(Button); Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); //Button[B].Y := 140 + 50 * ; end; } end; procedure TScreenSong.SetScroll3; // with slide var B: integer; //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu //Wsp2: real; begin SongTarget := Interaction; // liniowe 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; } // kolowe { for B := 0 to High(Button) do begin Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. Wsp2 := Wsp / Length(Button); Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); //Button[B].Y := 140 + 50 * ; end; } end; procedure TScreenSong.SetScroll4; // rotate var B: integer; Wsp: real; Z, Z2: real; VS: integer; begin VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important // kolowe for B := 0 to High(Button) do begin Button[B].Visible := CatSongs.Song[B].Visible; // nowe if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms Z := (1 + cos(Wsp)) / 2; Z2 := (1 + 2*Z) / 3; Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * 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].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; Button[B].H := Button[B].W; end; end; end; (* procedure TScreenSong.SetScroll4; // rotate var B: integer; Wsp: real; Z: real; Z2, Z3: real; VS: integer; function modreal (const X, Y: real):real; begin Result := Frac(x / y) * y; if Result < -3 then Result := Result + Y else if Result > 3 then Result := Result - Y; end; begin VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important Z3 := 1; if VS < 12 then Z2 := VS else Z2 := 12; // kolowe for B := 0 to High(Button) do begin Button[B].Visible := CatSongs.Song[B].Visible; // nowe if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) and (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then begin if CatSongs.VisibleIndex(B)> SongCurrent then Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2 else Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2; Z3 := 2; Z := (1 + cos(Wsp)) / 2; //Z2 := (1 + 2*Z) / 3; //Z2 := (0.5 + Z/2); //Z2 := sin(Wsp); //Z2 := Power (Z2,Z3); Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs if (sin(Wsp)<0) then Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W else //*Theme.Song.CoverW*0.004*Z3 Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; Button[B].Z := Z-0.00001; //Button[B].Y := {50 + 140 + 50 - 50 * Z2; //Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2); Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); Button[B].H := Button[B].W; Button[B].Visible := True; end {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then begin Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); if (sin(Wsp)<0) then Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W else Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; Button[B].Z := Z; Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); Button[B].H := Button[B].W; Button[B].Visible := True; end else Button[B].Visible := False; end; end; end; *) procedure TScreenSong.SetScroll5; // rotate var B: integer; Angle: real; Pos: Real; VS: integer; diff: real; X: Real; helper: real; begin VS := CatSongs.VisibleSongs; // cache Visible Songs { //Vars Theme.Song.CoverW: Radius des Kreises Theme.Song.CoverX: X Pos Linke Kante des gew�hlten Covers Theme.Song.CoverX: Y Pos Obere Kante des gew�hlten Covers Theme.Song.CoverH: H�he der Cover (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Distance to middle Cover in % } //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].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; Button[B].Z := 0.95 - Abs(Pos) * 0.01; Button[B].Y := (Theme.Song.Cover.Y + (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].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff; end else begin {Behind the Front Covers} // limit-bg-covers hack if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False; // 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; if VS > 24 then begin if Angle < 0 then helper:=-1 else helper:=1; Angle:=2*pi-abs(Angle); Angle:=Angle*(VS/24); Angle:=(2*pi-Angle)*helper; end; 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].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75; //Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; Diff := (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); end; //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7); end; end; end; procedure TScreenSong.SetScroll6; // rotate (slotmachine style) var B: integer; Angle: real; Pos: Real; VS: integer; diff: real; X: Real; Wsp: real; Z, Z2: real; begin VS := CatSongs.VisibleSongs; // cache Visible Songs if VS <=5 then begin // kolowe for B := 0 to High(Button) do begin Button[B].Visible := CatSongs.Song[B].Visible; // nowe if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms Z := (1 + cos(Wsp)) / 2; Z2 := (1 + 2*Z) / 3; Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * 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; AudioPlayback.Stop; if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1; if Ini.Players = 4 then PlayersPlay := 6; //Cat Mod etc if (Ini.Tabs_at_startup = 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 //Load Music only when Song Preview is activated if ( Ini.PreviewVolume <> 0 ) then begin // to - do : new Song management StartMusicPreview(CatSongs.Song[Interaction]); end; SetScroll; //UpdateLCD; //TODO: maybe LCD Support as Plugin? end; //Playlist Mode if (Mode = smNormal) then begin //If Playlist Shown -> Select Next automatically if (CatSongs.CatNumShow = -3) then begin SelectNext; ChangeMusic; 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; SetJoker; SetStatics; end; procedure TScreenSong.onHide; begin // if music fading is activated, turn music to 100% If (IPreviewVolumeVals[Ini.PreviewVolume] <> 1.0) or (Ini.PreviewFading <> 0) then AudioPlayback.SetVolume(1.0); // if preview is deactivated: load musicfile now If (IPreviewVolumeVals[Ini.PreviewVolume] = 0) then AudioPlayback.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); // if hide then stop music (for party mode popup on exit) if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) then begin if (AudioPlayback <> nil) then AudioPlayback.Stop; end; 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 dx := SongTarget-SongCurrent; dt := TimeSkip * 7; if dt > 1 then dt := 1; SongCurrent := SongCurrent + dx*dt; { 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; //Song Fade if (CatSongs.VisibleSongs > 0) and (not CatSongs.Song[Interaction].Main) and (Ini.PreviewVolume <> 0) and (Ini.PreviewFading <> 0) then begin //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling if ((MusicStartTime > 0) and (SDL_GetTicks() >= MusicStartTime)) then begin MusicStartTime := 0; StartMusicPreview(CatSongs.Song[Interaction]); end; 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(Static) - 1 do Static[I].Draw; // and texts for I := 0 to Length(Text) - 1 do Text[I].Draw; //Draw Equalizer if Theme.Song.Equalizer.Visible then DrawEqualizer; DrawExtensions; Result := true; end; procedure TScreenSong.SelectNext; var Skip: integer; VS: Integer; begin VS := CatSongs.VisibleSongs; if VS > 0 then begin UnLoadDetailedCover; 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, ktorego okladke przeczytamy //Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture end; procedure TScreenSong.SelectPrev; var Skip: integer; VS: Integer; begin VS := CatSongs.VisibleSongs; if VS > 0 then begin UnLoadDetailedCover; 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; // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture end; end; (* procedure TScreenSong.UpdateLCD; //TODO: maybe LCD Support as Plugin? begin LCD.HideCursor; LCD.Clear; LCD.WriteText(1, Text[TextArtist].Text); LCD.WriteText(2, Text[TextTitle].Text); end; *) procedure TScreenSong.StartMusicPreview(Song: TSong); begin AudioPlayback.Close(); if not assigned(Song) then Exit; if AudioPlayback.Open(Song.Path + Song.Mp3) then begin 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 Change current played Preview procedure TScreenSong.ChangeMusic; begin //When Music Preview is avtivated -> then Change Music if (Ini.PreviewVolume <> 0) then begin // Stop previous song AudioPlayback.Stop; // Disable music start delay MusicStartTime := 0; if (CatSongs.VisibleSongs > 0) then begin // delay start of music for 200ms (see Draw()) MusicStartTime := SDL_GetTicks() + 200; end; end; end; procedure TScreenSong.SkipTo(Target: Cardinal); var i: integer; begin UnLoadDetailedCover; Interaction := High(CatSongs.Song); SongTarget := 0; for i := 1 to Target+1 do SelectNext; FixSelected2; end; procedure TScreenSong.DrawEqualizer; var I, J: Integer; ChansPerBand: byte; // channels per band MaxChannel: Integer; CurBand: Integer; // current band CurTime: Cardinal; PosX, PosY: Integer; Pos: Real; begin // Nothing to do if no music is played or an equalizer bar consists of no block if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then Exit; CurTime := SDL_GetTicks(); // Evaluate FFT-data every 44 ms if (CurTime >= EqualizerTime) then begin EqualizerTime := CurTime + 44; AudioPlayback.GetFFTData(EqualizerData); Pos := 0; // use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz ChansPerBand := ceil(92 / Theme.Song.Equalizer.Bands); // How much channels are used for one Band MaxChannel := ChansPerBand * Theme.Song.Equalizer.Bands - 1; // Change Lengths for i := 0 to MaxChannel do begin // Gain higher freq. data so that the bars are visible if i > 35 then EqualizerData[i] := EqualizerData[i] * 8 else if i > 11 then EqualizerData[i] := EqualizerData[i] * 4.5 else EqualizerData[i] := EqualizerData[i] * 1.1; // clamp data if (EqualizerData[i] > 1) then EqualizerData[i] := 1; // Get max. pos if (EqualizerData[i] * Theme.Song.Equalizer.Length > Pos) then Pos := EqualizerData[i] * Theme.Song.Equalizer.Length; // Check if this is the last channel in the band if ((i+1) mod ChansPerBand = 0) then begin CurBand := i div ChansPerBand; // Smooth delay if new equalizer is lower than the old one if ((EqualizerBands[CurBand] > Pos) and (EqualizerBands[CurBand] > 1)) then EqualizerBands[CurBand] := EqualizerBands[CurBand] - 1 else EqualizerBands[CurBand] := Round(Pos); Pos := 0; end; end; end; // Draw equalizer bands // Setup OpenGL glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); // Set position of the first equalizer bar PosY := Theme.Song.Equalizer.Y; PosX := Theme.Song.Equalizer.X; // Draw bars for each band for I := 0 to High(EqualizerBands) do begin // Reset to lower or left position depending on the drawing-direction if Theme.Song.Equalizer.Direction then // Vertical bars // FIXME: Is Theme.Song.Equalizer.Y the upper or lower coordinate? PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length else // Horizontal bars PosX := Theme.Song.Equalizer.X; // Draw the bar as a stack of blocks for J := 1 to EqualizerBands[I] do begin // Draw block glBegin(GL_QUADS); glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z); glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z); glEnd; // Calc position of the bar's next block if Theme.Song.Equalizer.Direction then // Vertical bars PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space else // Horizontal bars PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space; end; // Calc position of the next bar if Theme.Song.Equalizer.Direction then // Vertical bars PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space else // Horizontal bars PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space; end; 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.Tabs_at_startup = 1) then begin repeat I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; 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; //In I ist jetzt die Kategorie in I2 der Song //I is the CatNum, 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); ChangeMusic; SetScroll; //UpdateLCD; //TODO: maybe LCD Support as Plugin? end; procedure TScreenSong.SetJoker; begin // If Party Mode // to-do : Party if Mode = smPartyMode then //Show Joker that are available begin (* if (PartySession.Teams.NumTeams >= 1) then begin Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1); Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2); Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3); Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4); Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5); end else begin Static[StaticTeam1Joker1].Visible := False; Static[StaticTeam1Joker2].Visible := False; Static[StaticTeam1Joker3].Visible := False; Static[StaticTeam1Joker4].Visible := False; Static[StaticTeam1Joker5].Visible := False; end; if (PartySession.Teams.NumTeams >= 2) then begin Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1); Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2); Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3); Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4); Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5); end else begin Static[StaticTeam2Joker1].Visible := False; Static[StaticTeam2Joker2].Visible := False; Static[StaticTeam2Joker3].Visible := False; Static[StaticTeam2Joker4].Visible := False; Static[StaticTeam2Joker5].Visible := False; end; if (PartySession.Teams.NumTeams >= 3) then begin Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1); Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2); Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3); Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4); Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5); end else begin Static[StaticTeam3Joker1].Visible := False; Static[StaticTeam3Joker2].Visible := False; Static[StaticTeam3Joker3].Visible := False; Static[StaticTeam3Joker4].Visible := False; Static[StaticTeam3Joker5].Visible := False; end; *) end else begin //Hide all Static[StaticTeam1Joker1].Visible := False; Static[StaticTeam1Joker2].Visible := False; Static[StaticTeam1Joker3].Visible := False; Static[StaticTeam1Joker4].Visible := False; Static[StaticTeam1Joker5].Visible := False; Static[StaticTeam2Joker1].Visible := False; Static[StaticTeam2Joker2].Visible := False; Static[StaticTeam2Joker3].Visible := False; Static[StaticTeam2Joker4].Visible := False; Static[StaticTeam2Joker5].Visible := False; Static[StaticTeam3Joker1].Visible := False; Static[StaticTeam3Joker2].Visible := False; Static[StaticTeam3Joker3].Visible := False; Static[StaticTeam3Joker4].Visible := False; Static[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 Static[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 Static[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; AudioPlayback.Stop; //Party Mode if (Mode = smPartyMode) then begin FadeTo(@ScreenSingModi); end else begin FadeTo(@ScreenSing); end; end; procedure TScreenSong.SelectPlayers; begin CatSongs.Selected := Interaction; AudioPlayback.Stop; 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 AudioPlayback.Stop; AudioPlayback.PlaySound(SoundLib.Start); CurrentSong := CatSongs.Song[Interaction]; FadeTo(@ScreenEditSub); end; end; //Team No of Team (0-5) procedure TScreenSong.DoJoker (Team: Byte); begin { if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= Team + 1) and (PartySession.Teams.Teaminfo[Team].Joker > 0) then begin //Use Joker Dec(PartySession.Teams.Teaminfo[Team].Joker); SelectRandomSong; SetJoker; end; } end; //Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song procedure TScreenSong.UnLoadDetailedCover; begin CoverTime := 0; // 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; FixSelected; } end; end.