aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Classes/UMain.pas
blob: 95c1914a30a3993d101a93c79202324629a5cb1a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
unit UMain;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
  SDL,
  UMusic,
  URecord,
  UTime,
  SysUtils,
  UDisplay,
  UIni,
  ULog,
  ULyrics,
  UScreenSing,
  USong,
  gl;

type
  PPLayerNote = ^TPlayerNote;
  TPlayerNote = record
    Start:     integer;
    Length:    integer;
    Detect:    real;    // accurate place, detected in the note
    Tone:      real;
    Perfect:   boolean; // true if the note matches the original one, lit the star
    Hit:       boolean; // true if the note Hits the Line
  end;

  PPLayer = ^TPlayer;
  TPlayer = record
    Name:         string;

    // Index in Teaminfo record
    TeamID:       Byte;
    PlayerID:     Byte;

    // Scores
    Score:        real;
    ScoreLine:    real;
    ScoreGolden:  real;

    ScoreInt:       integer;
    ScoreLineInt:   integer;
    ScoreGoldenInt: integer;
    ScoreTotalInt:  integer;

    // LineBonus Mod
    ScoreLast:    Real;//Last Line Score

    // PerfectLineTwinkle Mod (effect)
    LastSentencePerfect: Boolean;

    //Meter:        real;

    HighNote:   integer; // index of last note (= High(Note)?)
    LengthNote: integer; // number of notes (= Length(Note)?).
    Note:       array of TPlayerNote;
  end;


var
  // Absolute Paths
  GamePath:         string;
  SoundPath:        string;
  SongPath:         string;
  LogPath:          string;
  ThemePath:        string;
  SkinsPath:        string;
  ScreenshotsPath:  string;
  CoversPath:       string;
  LanguagesPath:    string;
  PluginPath:       string;
  VisualsPath:      string;
  ResourcesPath:    string;
  PlayListPath:     string;

  UserSongPath:     string = '';
  UserCoversPath:   string = '';
  UserPlaylistPath: string = '';

  Done:     Boolean;
  Event:    TSDL_event;
  // FIXME: ConversionFileName should not be global
  ConversionFileName: string;
  Restart:  boolean;

  // player and music info
  Player:       array of TPlayer;
  PlayersPlay:  integer;

  CurrentSong : TSong;

const
  MAX_SONG_SCORE = 10000;     // max. achievable points per song
  MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song

procedure InitializePaths;

Procedure Main;
procedure MainLoop;
procedure CheckEvents;
procedure Sing(Screen: TScreenSing);
procedure NewSentence(Screen: TScreenSing);
procedure NewBeat(Screen: TScreenSing); // executed when on then new beat
procedure NewBeatClick(Screen: TScreenSing); // executed when on then new beat for click
procedure NewBeatDetect(Screen: TScreenSing); // executed when on then new beat for detection
//procedure NewHalf; // executed when in the half between beats
procedure NewNote(Screen: TScreenSing); // detect note
function  GetMidBeat(Time: real): real;
function  GetTimeFromBeat(Beat: integer): real;
procedure ClearScores(PlayerNum: integer);

implementation

uses
  USongs,
  UJoystick,
  math,
  UCommandLine,
  ULanguage,
//  SDL_ttf,
  USkins,
  UCovers,
  UCatCovers,
  UDataBase,
  UPlaylist,
  UDLLManager,
  UParty,
  UConfig,
  UCore,
  UCommon,
  UGraphic,
  UGraphicClasses,
  UPluginDefs,
  UPlatform,
  UThemes;




procedure Main;
var
  WndTitle: string;
begin
  try
    WndTitle := USDXVersionStr;

    Platform.Init;

    if Platform.TerminateIfAlreadyRunning(WndTitle) then
      Exit;
      
    // fix floating-point exceptions (FPE)
    DisableFloatingPointExceptions();
    // fix the locale for string-to-float parsing in C-libs
    SetDefaultNumericLocale();

    //------------------------------
    //StartUp - Create Classes and Load Files
    //------------------------------

    // Initialize SDL
    // Without SDL_INIT_TIMER SDL_GetTicks() might return strange values
    SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER);
    SDL_EnableUnicode(1);

    USTime := TTime.Create;
    VideoBGTimer := TRelativeTimer.Create;

    // Commandline Parameter Parser
    Params := TCMDParams.Create;

    // Log + Benchmark
    Log := TLog.Create;
    Log.Title := WndTitle;
    Log.FileOutputEnabled := not Params.NoLog;
    Log.BenchmarkStart(0);

    // Language
    Log.BenchmarkStart(1);
    Log.LogStatus('Initialize Paths', 'Initialization');
    InitializePaths;
    Log.LogStatus('Load Language', 'Initialization');
    Language := TLanguage.Create;

    // Add Const Values:
    Language.AddConst('US_VERSION', USDXVersionStr);
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Language', 1);

    // SDL_ttf
//    Log.BenchmarkStart(1);
//    Log.LogStatus('Initialize SDL_ttf', 'Initialization');
//    TTF_Init();
//    Log.BenchmarkEnd(1);
//    Log.LogBenchmark('Initializing SDL_ttf', 1);

    // Skin
    Log.BenchmarkStart(1);
    Log.LogStatus('Loading Skin List', 'Initialization');
    Skin := TSkin.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Skin List', 1);

    // Ini + Paths
    Log.BenchmarkStart(1);
    Log.LogStatus('Load Ini', 'Initialization');
    Ini := TIni.Create;
    Ini.Load;

    // Load Languagefile
    if (Params.Language <> -1) then
      Language.ChangeLanguage(ILanguage[Params.Language])
    else
      Language.ChangeLanguage(ILanguage[Ini.Language]);

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Ini', 1);

    // Sound
    Log.BenchmarkStart(1);
    Log.LogStatus('Initialize Sound', 'Initialization');
    InitializeSound();
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Initializing Sound', 1);

    // Lyrics-engine with media reference timer
    LineState := TLineState.Create();

    // Theme
    Log.BenchmarkStart(1);
    Log.LogStatus('Load Themes', 'Initialization');
    Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color);
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Themes', 1);

    // Covers Cache
    Log.BenchmarkStart(1);
    Log.LogStatus('Creating Covers Cache', 'Initialization');
    Covers := TCovers.Create;
    Log.LogBenchmark('Loading Covers Cache Array', 1);
    Log.BenchmarkStart(1);

    // Category Covers
    Log.BenchmarkStart(1);
    Log.LogStatus('Creating Category Covers Array', 'Initialization');
    CatCovers:= TCatCovers.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Category Covers Array', 1);

    // Songs
    //Log.BenchmarkStart(1);
    Log.LogStatus('Creating Song Array', 'Initialization');
    Songs := TSongs.Create;
    //Songs.LoadSongList;

    Log.LogStatus('Creating 2nd Song Array', 'Initialization');
    CatSongs := TCatSongs.Create;

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Songs', 1);

    // PluginManager
    Log.BenchmarkStart(1);
    Log.LogStatus('PluginManager', 'Initialization');
    DLLMan := TDLLMan.Create;   // Load PluginList
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading PluginManager', 1);

    {// Party Mode Manager
    Log.BenchmarkStart(1);
    Log.LogStatus('PartySession Manager', 'Initialization');
    PartySession := TPartySession.Create;   //Load PartySession

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading PartySession Manager', 1);      }

    // Graphics
    Log.BenchmarkStart(1);
    Log.LogStatus('Initialize 3D', 'Initialization');
    Initialize3D(WndTitle);
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Initializing 3D', 1);

    // Score Saving System
    Log.BenchmarkStart(1);
    Log.LogStatus('DataBase System', 'Initialization');
    DataBase := TDataBaseSystem.Create;

    if (Params.ScoreFile = '') then
      DataBase.Init (Platform.GetGameUserPath + 'Ultrastar.db')
    else
      DataBase.Init (Params.ScoreFile);

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading DataBase System', 1);

    // Playlist Manager
    Log.BenchmarkStart(1);
    Log.LogStatus('Playlist Manager', 'Initialization');
    PlaylistMan := TPlaylistManager.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Playlist Manager', 1);

    // GoldenStarsTwinkleMod
    Log.BenchmarkStart(1);
    Log.LogStatus('Effect Manager', 'Initialization');
    GoldenRec := TEffectManager.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Particel System', 1);

    // Joypad
    if (Ini.Joypad = 1) OR (Params.Joypad) then
    begin
      Log.BenchmarkStart(1);
      Log.LogStatus('Initialize Joystick', 'Initialization');
      Joy := TJoy.Create;
      Log.BenchmarkEnd(1);
      Log.LogBenchmark('Initializing Joystick', 1);
    end;

    Log.BenchmarkEnd(0);
    Log.LogBenchmark('Loading Time', 0);

    Log.LogStatus('Creating Core', 'Initialization');
    {Core := TCore.Create(
      USDXShortVersionStr,
      MakeVersion(USDX_VERSION_MAJOR,
                  USDX_VERSION_MINOR,
                  USDX_VERSION_RELEASE,
                  chr(0))
    );  }

    Log.LogStatus('Running Core', 'Initialization');
    //Core.Run;

    //------------------------------
    //Start- Mainloop
    //------------------------------
    Log.LogStatus('Main Loop', 'Initialization');
    MainLoop;

  finally
    //------------------------------
    //Finish Application
    //------------------------------

    // TODO:
    // call an uninitialize routine for every initialize step
    // or at least use the corresponding Free-Methods

    FinalizeMedia();

//    TTF_Quit();
    SDL_Quit();

    (*
    {$ifdef WIN32}
      if assigned(LCD) and (Ini.LPT = 1) then
        LCD.Clear;
      if assigned(Light) and (Ini.LPT = 2) then
        Light.TurnOff;
    {$endif}
     *)

    if assigned(Log) then
    begin
      Log.LogStatus('Main Loop', 'Finished');
      Log.Free;
    end;
  end;
end;

procedure MainLoop;
var
  Delay:    integer;
const
  MAX_FPS = 100;
begin
  Delay := 0;
  SDL_EnableKeyRepeat(125, 125);

  CountSkipTime();  // JB - for some reason this seems to be needed when we use the SDL Timer functions.
  while not Done do
  begin
    // joypad
    if (Ini.Joypad = 1) or (Params.Joypad) then
      Joy.Update;

    // keyboard events
    CheckEvents;

    // display
    done := not Display.Draw;
    SwapBuffers;

    // light
    //Light.Refresh;

    // delay
    CountMidTime;

    Delay := Floor(1000 / MAX_FPS - 1000 * TimeMid);

    if Delay >= 1 then
      SDL_Delay(Delay); // dynamic, maximum is 100 fps

    CountSkipTime;

    // reinitialization of graphics
    if Restart then
    begin
      Reinitialize3D;
      Restart := false;
    end;

  end;
End;

procedure CheckEvents;
begin
  if Assigned(Display.NextScreen) then
    Exit;
    
  while SDL_PollEvent( @event ) = 1 do
  begin
    case Event.type_ of
      SDL_QUITEV:
      begin
        Display.Fade := 0;
        Display.NextScreenWithCheck := nil;
        Display.CheckOK := True;
      end;
      {
      SDL_MOUSEBUTTONDOWN:
        with Event.button Do
        begin
          if State = SDL_BUTTON_LEFT Then
          begin
            //
          end;
        end;
      }
      SDL_VIDEORESIZE:
      begin
        ScreenW := Event.resize.w;
        ScreenH := Event.resize.h;
        // Note: do NOT call SDL_SetVideoMode here. This would create a new
        // OpenGL render-context and all texture data would be invalidated.
      end;
      SDL_KEYDOWN:
        begin
          // remap the "keypad enter" key to the "standard enter" key
          if (Event.key.keysym.sym = SDLK_KP_ENTER) then
            Event.key.keysym.sym := SDLK_RETURN;

          if (Event.key.keysym.sym = SDLK_F11) or
             ((Event.key.keysym.sym = SDLK_RETURN) and
              ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
          begin
            Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );

            // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to
            // reload all texture data (-> whitescreen bug).
            // Only Linux is able to handle screen-switching this way.
            {$IFDEF LINUX}
            if boolean( Ini.FullScreen ) then
            begin
              SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
              SDL_ShowCursor(0);
            end
            else
            begin
              SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
              SDL_ShowCursor(1);
            end;

            glViewPort(0, 0, ScreenW, ScreenH);
            {$ENDIF}
          end
          // if print is pressed -> make screenshot and save to screenshot path
          else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
            Display.SaveScreenShot
          // if there is a visible popup then let it handle input instead of underlying screen
          // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
          else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
            done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
          else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
            done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
          else
          begin
            // check if screen wants to exit
            done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True);

            // if screen wants to exit
            if done then
            begin
              // if question option is enabled then show exit popup
              if (Ini.AskbeforeDel = 1) then
              begin
                Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
              end
              else // if ask-for-exit is disabled then simply exit
              begin
                Display.Fade := 0;
                Display.NextScreenWithCheck := nil;
                Display.CheckOK := True;
              end;
            end;

          end;
        end;
      SDL_JOYAXISMOTION:
        begin
          // not implemented
        end;
      SDL_JOYBUTTONDOWN:
        begin
          // not implemented
        end;
    end; // case
  end; // while
end;

function GetTimeForBeats(BPM, Beats: real): real;
begin
  Result := 60 / BPM * Beats;
end;

function GetBeats(BPM, msTime: real): real;
begin
  Result := BPM * msTime / 60;
end;

procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
var
  NewTime:  real;
begin
  if High(CurrentSong.BPM) = BPMNum then
  begin
    // last BPM
    CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
    Time := 0;
  end
  else
  begin
    // not last BPM
    // count how much time is it for start of the new BPM and store it in NewTime
    NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);

    // compare it to remaining time
    if (Time - NewTime) > 0 then
    begin
      // there is still remaining time
      CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
      Time := Time - NewTime;
    end
    else
    begin
      // there is no remaining time
      CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
      Time := 0;
    end; // if
  end; // if
end;

function GetMidBeat(Time: real): real;
var
  CurBeat:  real;
  CurBPM:   integer;
  //TopBeat:  real;
  //TempBeat: real;
  //TempTime: real;
begin
  Result := 0;
  if Length(CurrentSong.BPM) = 1 then
    Result := Time * CurrentSong.BPM[0].BPM / 60;

  // 2 BPMs
  {
  if Length(CurrentSong.BPM) > 1 then begin
    // new system
    CurBeat := 0;
    TopBeat := GetBeats(CurrentSong.BPM[0].BPM, Time);
    if TopBeat > CurrentSong.BPM[1].StartBeat then begin
      // analyze second BPM
      Time := Time - GetTimeForBeats(CurrentSong.BPM[0].BPM, CurrentSong.BPM[1].StartBeat - CurBeat);
      CurBeat := CurrentSong.BPM[1].StartBeat;
      TopBeat := GetBeats(CurrentSong.BPM[1].BPM, Time);
      Result := CurBeat + TopBeat;

    end
    else
    begin
      // first part
      Result := TopBeat;
    end;
  end;
  }

  // more BPMs
  if Length(CurrentSong.BPM) > 1 then
  begin
    CurBeat := 0;
    CurBPM := 0;
    while (Time > 0) do
    begin
      GetMidBeatSub(CurBPM, Time, CurBeat);
      Inc(CurBPM);
    end;

    Result := CurBeat;
  end;
end;

function GetTimeFromBeat(Beat: integer): real;
var
  CurBPM:   integer;
begin
  Result := 0;
  if Length(CurrentSong.BPM) = 1 then
    Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;

  // more BPMs
  if Length(CurrentSong.BPM) > 1 then
  begin
    Result := CurrentSong.GAP / 1000;
    CurBPM := 0;
    while (CurBPM <= High(CurrentSong.BPM)) and
          (Beat > CurrentSong.BPM[CurBPM].StartBeat) do
    begin
      if (CurBPM < High(CurrentSong.BPM)) and
         (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then
      begin
        // full range
        Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
                           (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
      end;

      if (CurBPM = High(CurrentSong.BPM)) or
         (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then
      begin
        // in the middle
        Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
                           (Beat - CurrentSong.BPM[CurBPM].StartBeat);
      end;
      Inc(CurBPM);
    end;

    {
    while (Time > 0) do
    begin
      GetMidBeatSub(CurBPM, Time, CurBeat);
      Inc(CurBPM);
    end;
    }
  end; // if}
end;

procedure Sing(Screen: TScreenSing);
var
  Count:    integer;
  CountGr:  integer;
  CP:       integer;
  Done:     real;
  N:        integer;
begin
  LineState.OldBeat := LineState.CurrentBeat;
  // new system with variable BPM in function
  LineState.MidBeat := GetMidBeat(LineState.CurrentTime -
                                  (CurrentSong.Gap {+ 90 I've forgotten for what it is}) / 1000);
  LineState.CurrentBeat := Floor(LineState.MidBeat);

  //LineState.OldHalf := LineState.AktHalf;
  //LineState.MidHalf := LineState.MidBeat + 0.5;
  //LineState.AktHalf := Floor(LineState.MidHalf);

  LineState.OldBeatC := LineState.CurrentBeatC;
  LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000);
  LineState.CurrentBeatC := Floor(LineState.MidBeatC);

  LineState.OldBeatD := LineState.CurrentBeatD;
  // MidBeat with additional GAP
  LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000);
  LineState.CurrentBeatD := Floor(LineState.MidBeatD);
  LineState.FracBeatD := Frac(LineState.MidBeatD);

  // sentences routines
  for CountGr := 0 to 0 do //High(Gracz)
  begin;
    CP := CountGr;
    // old parts
    LineState.OldLine := Lines[CP].Current;

    // choose current parts
    for Count := 0 to Lines[CP].High do
    begin
      if LineState.CurrentBeat >= Lines[CP].Line[Count].Start then
        Lines[CP].Current := Count;
    end;

    // clean player note if there is a new line 
    // (optimization on halfbeat time)
    if Lines[CP].Current <> LineState.OldLine then
      NewSentence(Screen);

  end; // for CountGr

  // execute operations on beat 
  if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then
    NewBeat(Screen);

  // make some operations on clicks
  if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then
    NewBeatClick(Screen);

  // make some operations when detecting new voice pitch
  if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then
    NewBeatDetect(Screen);

  // execute operations on beat field 
//  if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then
//    NewHalf;

  // remove moving text
  Done := 1;
  for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
  begin
    if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and
       (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length >= LineState.MidBeat) then
    begin
      Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Length);
    end;
  end;

  N := Lines[0].Line[Lines[0].Current].HighNote;

  // if last note is used
  {// todo: Lyrics
  if (Ini.LyricsEffect = 1) and (Done = 1) and
    (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length)
    then Screen.LyricMain.Selected := -1;

  if Done > 1 then Done := 1;
  Screen.LyricMain.Done := Done;
  }

  // use Done with LCD
  {
  with ScreenSing do begin
    if LyricMain.Selected >= 0 then begin
      LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done));
      LCD.ShowCursor;
    end;
  end;
  }
end;

procedure NewSentence(Screen: TScreenSing);
var
  i: Integer;
begin
  // clean note of player
  for i := 0 to High(Player) do
  begin
    Player[i].LengthNote := 0;
    Player[i].HighNote := -1;
    SetLength(Player[i].Note, 0);
  end;

  // add words to lyrics
  with Screen do
  begin
    {LyricMain.AddCzesc(Lines[0].Current);
    if Lines[0].Current < Lines[0].High then
      LyricSub.AddCzesc(Lines[0].Current+1)
    else
      LyricSub.Clear;}
    while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
      Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
  end;

  //Screen.UpdateLCD;
  
  // on sentence change...
  Screen.onSentenceChange(Lines[0].Current);
end;

procedure NewBeat(Screen: TScreenSing);
var
  Count:      integer;
  //TempBeat: integer;
begin
  // add a text mark
  //SingScreen.LyricMain.Selected := -1;
  for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
    if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeat) then
    begin
      // operates on currently beated note
      //Todo: Lyrics
      //Sender.LyricMain.Selected := Count;

      //LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
      //LCD.ShowCursor;

      //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
      //LCD.ShowCursor;
    end;
end;

procedure NewBeatClick;
var
  Count:    integer;
  //LPT_1:  integer;
  //LPT_2:  integer;
begin
  //LPT_1 := 1;
  //LPT_2 := 1;

  // beat click
  if ((Ini.BeatClick = 1) and
      ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then
  begin
    AudioPlayback.PlaySound(SoundLib.Click);
  end;

  {
  // debug system on LPT
  if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
  begin
    LPT_1 := 0;
    Light.LightOne(0, 150);

    Light.LightOne(1, 200); // beat light
    if ParamStr(1) = '-doublelights' then
      Light.LightOne(0, 200); // beat light


    if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
      Light.LightOne(0, 150)
    else
      Light.LightOne(1, 150)
  end;
  }

  for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
  begin
    if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeatC) then
    begin
      // click assist
      if Ini.ClickAssist = 1 then
        AudioPlayback.PlaySound(SoundLib.Click);

      {
      //LPT_2 := 0;
      if ParamStr(1) <> '-doublelights' then
        Light.LightOne(0, 150); //125
      }

      // drum machine
      (*
      TempBeat := LineState.CurrentBeat;// + 2;
      if (TempBeat mod 8 = 0) then Music.PlayDrum;
      if (TempBeat mod 8 = 4) then Music.PlayClap;
      //if (TempBeat mod 4 = 2) then Music.PlayHihat;
      if (TempBeat mod 4 <> 0) then Music.PlayHihat;
      *)
    end;
  end;

  {$IFDEF UseSerialPort}
    // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 light
  {$ENDIF}
end;

procedure NewBeatDetect(Screen: TScreenSing);
begin
  NewNote(Screen);
end;

procedure NewNote(Screen: TScreenSing);
var
  LineFragmentIndex: integer;
  CurrentLineFragment: PLineFragment;
  PlayerIndex: integer;
  CurrentSound: TCaptureBuffer;
  CurrentPlayer: PPlayer;
  LastPlayerNote: PPLayerNote;
  Line: PLine;
  SentenceIndex: integer;
  SentenceMin: integer;
  SentenceMax: integer;
  SentenceDetected: integer; // sentence of detected note
  NoteAvailable: boolean;
  NewNote: boolean;
  Range: integer;
  NoteHit: boolean;
  MaxSongPoints: integer; // max. points for the song (without line bonus)
  MaxLinePoints: Real;    // max. points for the current line
begin
  //Log.LogStatus('Beat ' + IntToStr(LineState.CurrentBeat) + ' HalfBeat ' + IntToStr(LineState.AktHalf), 'NewBeat');

  // TODO: add duet mode support
  // use Lines[LineSetIndex] with LineSetIndex depending on the current player

  // count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
  SentenceMin := Lines[0].Current-1;
  if (SentenceMin < 0) then
    SentenceMin := 0;
  SentenceMax := Lines[0].Current;

  // check for an active note at the current time defined in the lyrics
  NoteAvailable := false;
  SentenceDetected := SentenceMin;
  for SentenceIndex := SentenceMin to SentenceMax do
  begin
    Line := @Lines[0].Line[SentenceIndex];
    for LineFragmentIndex := 0 to Line.HighNote do
    begin
      CurrentLineFragment := @Line.Note[LineFragmentIndex];
      // check if line is active
      if ((CurrentLineFragment.Start <= LineState.CurrentBeatD) and
          (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= LineState.CurrentBeatD)) and
         (CurrentLineFragment.NoteType <> ntFreestyle) and // but ignore FreeStyle notes
         (CurrentLineFragment.Length > 0) then // and make sure the note lengths is at least 1
      begin
        SentenceDetected := SentenceIndex;
        NoteAvailable := true;
        Break;
      end;
    end;
    // TODO: break here, if NoteAvailable is true? We would then use the first instead
    // of the last note matching the current beat if notes overlap. But notes
    // should not overlap at all.
    //if (NoteAvailable) then
    //  Break;
  end;

  // analyze player signals
  for PlayerIndex := 0 to PlayersPlay-1 do
  begin
    CurrentPlayer := @Player[PlayerIndex];
    CurrentSound := AudioInputProcessor.Sound[PlayerIndex];
    LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];

    // analyze buffer
    CurrentSound.AnalyzeBuffer;

    // add some noise
    // TODO: do we need this?
    //LineState.Tone := LineState.Tone + Round(Random(3)) - 1;

    // add note if possible
    if (CurrentSound.ToneValid and NoteAvailable) then
    begin
      Line := @Lines[0].Line[SentenceDetected];
      
      // process until last note
      for LineFragmentIndex := 0 to Line.HighNote do
      begin
        CurrentLineFragment := @Line.Note[LineFragmentIndex];
        if (CurrentLineFragment.Start <= LineState.OldBeatD+1) and
           (CurrentLineFragment.Start + CurrentLineFragment.Length > LineState.OldBeatD+1) then
        begin
          // compare notes (from song-file and from player)

          // move players tone to proper octave
          while (CurrentSound.Tone - CurrentLineFragment.Tone > 6) do
            CurrentSound.Tone := CurrentSound.Tone - 12;

          while (CurrentSound.Tone - CurrentLineFragment.Tone < -6) do
            CurrentSound.Tone := CurrentSound.Tone + 12;

          // half size notes patch
          NoteHit := false;

          //if Ini.Difficulty = 0 then Range := 2;
          //if Ini.Difficulty = 1 then Range := 1;
          //if Ini.Difficulty = 2 then Range := 0;
          Range := 2 - Ini.Difficulty;

          // check if the player hit the correct tone within the tolerated range
          if (Abs(CurrentLineFragment.Tone - CurrentSound.Tone) <= Range) then
          begin
            // adjust the players tone to the correct one
            // TODO: do we need to do this?
            CurrentSound.Tone := CurrentLineFragment.Tone;

            // half size notes patch
            NoteHit := true;

            if (Ini.LineBonus > 0) then
              MaxSongPoints := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS
            else
              MaxSongPoints := MAX_SONG_SCORE;

            // Note: ScoreValue is the sum of all note values of the song
            MaxLinePoints := MaxSongPoints / Lines[0].ScoreValue;

            // FIXME: is this correct? Why do we add the points for a whole line
            // if just one note is correct?
            case CurrentLineFragment.NoteType of
              ntNormal:  CurrentPlayer.Score := CurrentPlayer.Score + MaxLinePoints;
              ntGolden:  CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + MaxLinePoints;
            end;

            CurrentPlayer.ScoreInt := Floor(CurrentPlayer.Score / 10) * 10;
            CurrentPlayer.ScoreGoldenInt := Floor(CurrentPlayer.ScoreGolden / 10) * 10;

            CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
                                           CurrentPlayer.ScoreGoldenInt +
                                           CurrentPlayer.ScoreLineInt;
          end;

        end; // operation
      end; // for

      // check if we have to add a new note or extend the note's length
      if (SentenceDetected = SentenceMax) then
      begin
        // we will add a new note
        NewNote := true;
        // if last has the same tone
        if ((CurrentPlayer.LengthNote > 0) and
            (LastPlayerNote.Tone = CurrentSound.Tone) and
            ((LastPlayerNote.Start + LastPlayerNote.Length) = LineState.CurrentBeatD)) then
        begin
          NewNote := false;
        end;

        // if is not as new note to control
        for LineFragmentIndex := 0 to Line.HighNote do
        begin
          if (Line.Note[LineFragmentIndex].Start = LineState.CurrentBeatD) then
            NewNote := true;
        end;

        // add new note
        if NewNote then
        begin
          // new note
          Inc(CurrentPlayer.LengthNote);
          Inc(CurrentPlayer.HighNote);
          SetLength(CurrentPlayer.Note, CurrentPlayer.LengthNote);

          // update player's last note
          LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];
          with LastPlayerNote^ do
          begin
            Start  := LineState.CurrentBeatD;
            Length := 1;
            Tone   := CurrentSound.Tone; // Tone || ToneAbs
            Detect := LineState.MidBeat;
            Hit    := NoteHit; // half note patch
          end;
        end
        else
        begin
          // extend note length
          Inc(LastPlayerNote.Length);
        end;

        // check for perfect note and then lit the star (on Draw)
        for LineFragmentIndex := 0 to Line.HighNote do
        begin
          CurrentLineFragment := @Line.Note[LineFragmentIndex];
          if (CurrentLineFragment.Start = LastPlayerNote.Start) and
             (CurrentLineFragment.Length = LastPlayerNote.Length) and
             (CurrentLineFragment.Tone = LastPlayerNote.Tone) then
          begin
            LastPlayerNote.Perfect := true;
          end;
        end;
      end; // if SentenceDetected = SentenceMax

    end; // if Detected
  end; // for PlayerIndex

  //Log.LogStatus('EndBeat', 'NewBeat');

  // on sentence end -> for LineBonus and display of SingBar (rating pop-up)
  if (SentenceDetected >= Low(Lines[0].Line)) and
     (SentenceDetected <= High(Lines[0].Line)) then
  begin
    Line := @Lines[0].Line[SentenceDetected];
    CurrentLineFragment := @Line.Note[Line.HighNote];
    if ((CurrentLineFragment.Start + CurrentLineFragment.Length - 1) = LineState.CurrentBeatD) then
    begin
      if assigned(Screen) then
        Screen.OnSentenceEnd(SentenceDetected);
    end;
  end;

end;

procedure ClearScores(PlayerNum: integer);
begin
  with Player[PlayerNum] do
  begin
    Score := 0;
    ScoreInt := 0;
    ScoreLine := 0;
    ScoreLineInt := 0;
    ScoreGolden := 0;
    ScoreGoldenInt := 0;
    ScoreTotalInt := 0;
  end;
end;

//--------------------
// Function sets all absolute paths e.g. song path and makes sure the directorys exist
//--------------------
procedure InitializePaths;

  // Initialize a path variable
  // After setting paths, make sure that paths exist
  function initialize_path( out aPathVar : string; const aLocation : string ): boolean;
  var
    lWriteable: Boolean;
    lAttrib   : integer;
  begin
    lWriteable := false;
    aPathVar   := aLocation;

    // Make sure the directory is needex
    ForceDirectories(aPathVar);

    if DirectoryExists(aPathVar) then
    begin
      lAttrib := fileGetAttr(aPathVar);

      lWriteable := (lAttrib and faDirectory <> 0) and
                not (lAttrib and faReadOnly  <> 0)
    end;
    
    if not lWriteable then
      Log.LogError('Dir ('+ aLocation +') is Readonly', 'initialize_path');

    result := lWriteable;
  end;

begin
  initialize_path( LogPath         , Platform.GetLogPath                             );
  initialize_path( SoundPath       , Platform.GetGameSharedPath + 'Sounds'      + PathDelim );
  initialize_path( ThemePath       , Platform.GetGameSharedPath + 'Themes'      + PathDelim );
  initialize_path( SkinsPath       , Platform.GetGameSharedPath + 'Themes'       + PathDelim );
  initialize_path( LanguagesPath   , Platform.GetGameSharedPath + 'Languages'   + PathDelim );
  initialize_path( PluginPath      , Platform.GetGameSharedPath + 'Plugins'     + PathDelim );
  initialize_path( VisualsPath     , Platform.GetGameSharedPath + 'Visuals'     + PathDelim );
  initialize_path( ResourcesPath   , Platform.GetGameSharedPath + 'Resources'   + PathDelim );
  initialize_path( ScreenshotsPath , Platform.GetGameUserPath + 'Screenshots' + PathDelim );

  // Users Song Path ....
  initialize_path( UserSongPath        , Platform.GetGameUserPath + 'Songs'       + PathDelim );
  initialize_path( UserCoversPath      , Platform.GetGameUserPath + 'Covers'      + PathDelim );
  initialize_path( UserPlaylistPath    , Platform.GetGameUserPath + 'Playlists'   + PathDelim );

  // Shared Song Path ....
  initialize_path( SongPath        , Platform.GetGameSharedPath + 'Songs'       + PathDelim );
  initialize_path( CoversPath      , Platform.GetGameSharedPath + 'Covers'      + PathDelim );
  initialize_path( PlaylistPath    , Platform.GetGameSharedPath + 'Playlists'   + PathDelim );

  DecimalSeparator := '.';
end;

end.