aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Screens/UScreenSing.pas
blob: fc21f684cdac3584d6d1ac21c8ffa62b52f1aa39 (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
unit UScreenSing;

interface

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

{$I switches.inc}


uses UMenu,
     UMusic,
     SDL,
     SysUtils,
     UFiles,
     UTime,
     USongs,
     UIni,
     ULog,
     UTexture,
     ULyrics,
     TextGL,
     gl,
     UThemes,
     UGraphicClasses,
     USingScores;

type
  TLyricsSyncSource = class(TSyncSource)
    function GetClock(): real; override;
  end;

type
  TScreenSing = class(TMenu)
    protected
      Paused: boolean; //Pause Mod
      LyricsSync: TLyricsSyncSource;
      NumEmptySentences: integer;
    public
      //TextTime:           integer;

      // TimeBar fields
      StaticTimeProgress:  integer;
      TextTimeText:        integer;

      StaticP1:           integer;
      TextP1:             integer;

      //shown when game is in 2/4 player modus
      StaticP1TwoP:           integer;
      TextP1TwoP:             integer;

      //shown when game is in 3/6 player modus
      StaticP1ThreeP:           integer;
      TextP1ThreeP:             integer;

      StaticP2R:          integer;
      TextP2R:            integer;

      StaticP2M:          integer;
      TextP2M:            integer;

      StaticP3R:          integer;
      TextP3R:            integer;

      StaticPausePopup:   integer;

      Tex_Background:     TTexture;
      FadeOut:            boolean;
      Lyrics:             TLyricEngine;

      //Score Manager:
      Scores: TSingScores;

      fShowVisualization          : boolean;
      fCurrentVideoPlaybackEngine : IVideoPlayback;

      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; virtual;
      procedure   Pause; // Toggle Pause

      procedure   OnSentenceEnd(SentenceIndex: Cardinal);     // for LineBonus + Singbar
      procedure   OnSentenceChange(SentenceIndex: Cardinal);  // for Golden Notes
  end;

implementation

uses UGraphic,
     UDraw,
     UMain,
     USong,
     Classes,
     URecord,
     ULanguage,
     math;

// Method for input parsing. If False is returned, GetNextWindow
// should be checked to know the next window to load;
function TScreenSing.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
begin
  Result := true;
  If (PressedDown) Then
  begin // Key Down
    // check normal keys
    case WideCharUpperCase(CharCode)[1] of
      'Q':
        begin
          //When not ask before Exit then Finish now
          if (Ini.AskbeforeDel <> 1) then
            Finish
          //else just Pause and let the Popup make the Work
          else if not Paused then
            Pause;

          Result := false;
          Exit;
        end;
      'V': //Show Visualization
        begin
          fShowVisualization := not fShowVisualization;

          if fShowVisualization then
            fCurrentVideoPlaybackEngine := Visualization
          else
            fCurrentVideoPlaybackEngine := VideoPlayback;

          if fShowVisualization then
            fCurrentVideoPlaybackEngine.play;

          Exit;  
        end;
      'P':
        begin
          Pause;
          Exit;
        end;
    end;

    // check special keys
    case PressedKey of
      SDLK_ESCAPE,
      SDLK_BACKSPACE :
        begin
          //Record Sound Hack:
          //Sound[0].BufferLong

          Finish;
          AudioPlayback.PlaySound(SoundLib.Back);
          FadeTo(@ScreenScore);
        end;

      SDLK_SPACE:
        begin
          Pause;
        end;

      SDLK_TAB: //Change Visualization Preset
        begin
          if fShowVisualization then
            fCurrentVideoPlaybackEngine.Position := now; // move to a random position
        end;
        
      SDLK_RETURN:
        begin
        end;

      // Up and Down could be done at the same time,
      // but I don't want to declare variables inside
      // functions like this one, called so many times
      SDLK_DOWN :
        begin
        end;
      SDLK_UP :
        begin
        end;
    end;
  end;
end;

//Pause Mod
procedure TScreenSing.Pause;
begin
  if (not Paused) then  //enable Pause
    begin
      // pause Time
      Paused := true;

      LyricsState.Pause();

      // pause Music
      AudioPlayback.Pause;

      // pause Video
      if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
        fCurrentVideoPlaybackEngine.Pause;

    end
  else              //disable Pause
    begin
      LyricsState.Resume();

      // Play Music
      AudioPlayback.Play;

      // Video
      if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
        fCurrentVideoPlaybackEngine.Pause;

      Paused := false;
    end;
end;
//Pause Mod End

constructor TScreenSing.Create;
var
  I:    integer;
  P:    integer;
begin
  inherited Create;

  fShowVisualization := false;

  fCurrentVideoPlaybackEngine := VideoPlayback;

  //Create Score Class
  Scores := TSingScores.Create;
  Scores.LoadfromTheme;

  LoadFromTheme(Theme.Sing);

  //TimeBar
  StaticTimeProgress    := AddStatic(Theme.Sing.StaticTimeProgress);
  TextTimeText          := AddText(Theme.Sing.TextTimeText);

// 1 player       | P1
  StaticP1              := AddStatic(Theme.Sing.StaticP1);
  TextP1                := AddText(Theme.Sing.TextP1);

// 2 or 4 players | P1
  StaticP1TwoP          := AddStatic(Theme.Sing.StaticP1TwoP);
  TextP1TwoP            := AddText(Theme.Sing.TextP1TwoP);

  //              | P2
  StaticP2R             := AddStatic(Theme.Sing.StaticP2R);
  TextP2R               := AddText(Theme.Sing.TextP2R);

  // 3 or 6 players | P1
  StaticP1ThreeP        := AddStatic(Theme.Sing.StaticP1ThreeP);
  TextP1ThreeP          := AddText(Theme.Sing.TextP1ThreeP);

  //              | P2
  StaticP2M             := AddStatic(Theme.Sing.StaticP2M);
  TextP2M               := AddText(Theme.Sing.TextP2M);

  //              | P3
  StaticP3R             := AddStatic(Theme.Sing.StaticP3R);
  TextP3R               := AddText(Theme.Sing.TextP3R);

  StaticPausePopup      := AddStatic(Theme.Sing.PausePopUp);
  Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning

  if ScreenAct = 2 then begin
      //TODO:why is this here?
    end;

  Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12);

  LyricsSync := TLyricsSyncSource.Create();
end;

procedure TScreenSing.onShow;
var
  P:        integer;
  V1:       boolean;
  V1TwoP:   boolean; //added for ps3 skin
  V1ThreeP: boolean; //added for ps3 skin
  V2R:      boolean;
  V2M:      boolean;
  V3R:      boolean;
  NR:       TRecR; //Line Bonus Mod

  Color: TRGB;

  success:  boolean;
begin
  inherited;

  Log.LogStatus('Begin', 'onShow');
  FadeOut := false;

  // reset video playback engine, to play Video Clip...
  fCurrentVideoPlaybackEngine := VideoPlayback;

  // setup score manager
  Scores.ClearPlayers; // clear old player values
  Color.R := 0; Color.G := 0; Color.B := 0; // dummy atm

  // add new players
  for P := 0 to PlayersPlay-1 do
  begin
    Scores.AddPlayer(Tex_ScoreBG[P], Color);
  end;

  Scores.Init; //Get Positions for Players

  // prepare players
  SetLength(Player, PlayersPlay);
  //Player[0].ScoreTotalInt := 0;

  case PlayersPlay of
    1:  begin
          V1       := true;
          V1TwoP   := false;
          V1ThreeP := false;
          V2R      := false;
          V2M      := false;
          V3R      := false;
        end;
    2:  begin
          V1       := false;
          V1TwoP   := true;
          V1ThreeP := false;
          V2R      := true;
          V2M      := false;
          V3R      := false;
        end;
    3:  begin
          V1       := false;
          V1TwoP   := false;
          V1ThreeP := true;
          V2R      := false;
          V2M      := true;
          V3R      := true;
        end;
    4:  begin // double screen
          V1       := false;
          V1TwoP   := true;
          V1ThreeP := false;
          V2R      := true;
          V2M      := false;
          V3R      := false;
        end;
    6:  begin // double screen
          V1       := false;
          V1TwoP   := false;
          V1ThreeP := true; 
          V2R      := false;
          V2M      := true;
          V3R      := true;
        end;

  end;

  //This one is shown in 1P mode
  Static[StaticP1].Visible              := V1;
  Text[TextP1].Visible                  := V1;


  //This one is shown in 2/4P mode
  Static[StaticP1TwoP].Visible          := V1TwoP;
  Text[TextP1TwoP].Visible              := V1TwoP;

  Static[StaticP2R].Visible             := V2R;
  Text[TextP2R].Visible                 := V2R;


  //This one is shown in 3/6P mode
  Static[StaticP1ThreeP].Visible        := V1ThreeP;
  Text[TextP1ThreeP].Visible            := V1ThreeP;


  Static[StaticP2M].Visible             := V2M;
  Text[TextP2M].Visible                 := V2M;


  Static[StaticP3R].Visible             := V3R;
  Text[TextP3R].Visible                 := V3R;


  // FIXME: sets Path and Filename to ''
  ResetSingTemp;

  CurrentSong := CatSongs.Song[CatSongs.Selected];

  // FIXME: bad style, put the try-except into LoadSong() and not here
  try
    // Check if file is XML
    if copy(CurrentSong.FileName,length(CurrentSong.FileName)-3,4) = '.xml'
     then success := CurrentSong.LoadXMLSong()
     else success := CurrentSong.LoadSong();
  except
    success := false;
  end;

  if (not success) then
  begin
    // error loading song -> go back to song screen and show some error message
    FadeTo(@ScreenSong);
    // select new song in party mode
    if ScreenSong.Mode = smPartyMode then
      ScreenSong.SelectRandomSong();
    ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
    // FIXME: do we need this?
    CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path;
    Exit;
  end;

  // reset video playback engine, to play video clip...
  fCurrentVideoPlaybackEngine.Close;
  fCurrentVideoPlaybackEngine := VideoPlayback;

  // set movie
  CurrentSong.VideoLoaded := false;
  fShowVisualization      := false;
  if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
  begin
    if (fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video )) then
    begin
      fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start;
      CurrentSong.VideoLoaded := true;
    end;
  end;

  // set background
  if (CurrentSong.Background <> '')  and (CurrentSong.VideoLoaded = false) then
    try
      Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background);
    except
      Log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background);
      Tex_Background.TexNum := 0;
    end
  else
    Tex_Background.TexNum := 0;

  // prepare lyrics timer
  LyricsState.Reset();
  LyricsState.SetCurrentTime(CurrentSong.Start);
  LyricsState.StartTime := CurrentSong.Gap;
  if (CurrentSong.Finish > 0) then
    LyricsState.TotalTime := CurrentSong.Finish / 1000
  else
    LyricsState.TotalTime := AudioPlayback.Length;
  LyricsState.UpdateBeats();

  // prepare music
  AudioPlayback.Stop();
  AudioPlayback.Position := CurrentSong.Start;
  // synchronize music to the lyrics
  AudioPlayback.SetSyncSource(LyricsSync);

  // prepare and start voice-capture
  AudioInput.CaptureStart;

  for P := 0 to High(Player) do
    ClearScores(P);

  // main text
  Lyrics.Clear (CurrentSong.BPM[0].BPM, CurrentSong.Resolution);

  // set custom options
  case Ini.LyricsFont of
    0:
      begin
        Lyrics.UpperLineSize := 14;
        Lyrics.LowerLineSize := 14;
        Lyrics.FontStyle := 0;

        Lyrics.LineColor_en.R := Skin_FontR;
        Lyrics.LineColor_en.G := Skin_FontG;
        Lyrics.LineColor_en.B := Skin_FontB;
        Lyrics.LineColor_en.A := 1;

        Lyrics.LineColor_dis.R := 0.4;
        Lyrics.LineColor_dis.G := 0.4;
        Lyrics.LineColor_dis.B := 0.4;
        Lyrics.LineColor_dis.A := 1;

        Lyrics.LineColor_act.R := 5/256;
        Lyrics.LineColor_act.G := 163/256;
        Lyrics.LineColor_act.B := 210/256;
        Lyrics.LineColor_act.A := 1;
      end;
    1:
      begin
        Lyrics.UpperLineSize := 14;
        Lyrics.LowerLineSize := 14;
        Lyrics.FontStyle := 2;

        Lyrics.LineColor_en.R := 0.75;
        Lyrics.LineColor_en.G := 0.75;
        Lyrics.LineColor_en.B := 1;
        Lyrics.LineColor_en.A := 1;

        Lyrics.LineColor_dis.R := 0.8;
        Lyrics.LineColor_dis.G := 0.8;
        Lyrics.LineColor_dis.B := 0.8;
        Lyrics.LineColor_dis.A := 1;

        Lyrics.LineColor_act.R := 0.5;
        Lyrics.LineColor_act.G := 0.5;
        Lyrics.LineColor_act.B := 1;
        Lyrics.LineColor_act.A := 1;
      end;
    2:
      begin
        Lyrics.UpperLineSize := 12;
        Lyrics.LowerLineSize := 12;
        Lyrics.FontStyle := 3;

        Lyrics.LineColor_en.R := 0.75;
        Lyrics.LineColor_en.G := 0.75;
        Lyrics.LineColor_en.B := 1;
        Lyrics.LineColor_en.A := 1;

        Lyrics.LineColor_dis.R := 0.8;
        Lyrics.LineColor_dis.G := 0.8;
        Lyrics.LineColor_dis.B := 0.8;
        Lyrics.LineColor_dis.A := 1;

        Lyrics.LineColor_act.R := 0.5;
        Lyrics.LineColor_act.G := 0.5;
        Lyrics.LineColor_act.B := 1;
        Lyrics.LineColor_act.A := 1;
      end;
  end; // case

  // Initialize lyrics by filling its queue
  while (not Lyrics.IsQueueFull) and
        (Lyrics.LineCounter <= High(Lines[0].Line)) do
  begin
    Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
  end;

  // Deactivate pause
  Paused := False;

  // Kill all stars not killed yet (GoldenStarsTwinkle Mod)
  GoldenRec.SentenceChange;

  // set Position of Line Bonus - Line Bonus end
  // set number of empty sentences for Line Bonus
  NumEmptySentences := 0;
  for P := Low(Lines[0].Line) to High(Lines[0].Line) do
    if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences);

  Log.LogStatus('End', 'onShow');
end;

procedure TScreenSing.onShowFinish;
begin
  // start lyrics
  LyricsState.Resume();

  // start music
  AudioPlayback.Play();

  // start timer
  CountSkipTimeSet;
end;

function TScreenSing.Draw: boolean;
var
  Min:    integer;
  Sec:    integer;
  Tekst:  string;
  Flash:  real;
  S:      integer;
  T:      integer;
  CurLyricsTime: real;
begin


  // set player names (for 2 screens and only Singstar skin)
  if ScreenAct = 1 then begin
    Text[TextP1].Text       := 'P1';
    Text[TextP1TwoP].Text   := 'P1';
    Text[TextP1ThreeP].Text := 'P1';
    Text[TextP2R].Text      := 'P2';
    Text[TextP2M].Text      := 'P2';
    Text[TextP3R].Text      := 'P3';
  end;

  if ScreenAct = 2 then begin
    case PlayersPlay of
      4:  begin
            Text[TextP1TwoP].Text   := 'P3';
            Text[TextP2R].Text      := 'P4';
          end;
      6:  begin
            Text[TextP1ThreeP].Text := 'P4';
            Text[TextP2M].Text      := 'P5';
            Text[TextP3R].Text      := 'P6';
          end;
    end; // case
  end; // if


  ////
  // dual screen, part 1
  ////////////////////////

  // Note: ScreenX is the offset of the current screen in dual-screen mode so we
  // will move the statics and texts to the correct screen here.
  // FIXME: clean up this weird stuff. Commenting this stuff out, nothing
  //   was missing on screen w/ 6 players - so do we even need this stuff?
  Static[StaticP1].Texture.X         := Static[StaticP1].Texture.X + 10*ScreenX;

  Text[TextP1].X                     := Text[TextP1].X + 10*ScreenX;

  {Static[StaticP1ScoreBG].Texture.X  := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
  Text[TextP1Score].X                := Text[TextP1Score].X + 10*ScreenX;}


  Static[StaticP2R].Texture.X        := Static[StaticP2R].Texture.X + 10*ScreenX;

  Text[TextP2R].X                    := Text[TextP2R].X + 10*ScreenX;

  {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
  Text[TextP2RScore].X               := Text[TextP2RScore].X + 10*ScreenX;}

  // end of weird stuff

  Static[1].Texture.X := Static[1].Texture.X + 10*ScreenX;

  for T := 0 to 1 do
    Text[T].X := Text[T].X + 10*ScreenX;



  // retrieve current lyrics time, we have to store the value to avoid
  // that min- and sec-values do not match 
  CurLyricsTime := LyricsState.GetCurrentTime();
  Min := Round(CurLyricsTime) div 60;
  Sec := Round(CurLyricsTime) mod 60;

  // update static menu with time ...
  Text[TextTimeText].Text := '';
  if Min < 10 then Text[TextTimeText].Text := '0';
  Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':';
  if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0';
  Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec);

  // draw static menu (BG)
  // Note: there is no menu and the animated background brakes the video playback
  //DrawBG;

  // Draw Background
  SingDrawBackground;

  // update and draw movie
  if (ShowFinish and
      (CurrentSong.VideoLoaded or fShowVisualization)) then
  begin
    if assigned( fCurrentVideoPlaybackEngine ) then
    begin
      fCurrentVideoPlaybackEngine.GetFrame(LyricsState.GetCurrentTime());
      fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
    end;
  end;

  // draw static menu (FG)
  DrawFG;

  // check for music finish
  //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LyricsState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
  if ShowFinish then
  begin
    if (not AudioPlayback.Finished) and
       ((CurrentSong.Finish = 0) or (LyricsState.GetCurrentTime()*1000 <= CurrentSong.Finish)) then
    begin
      // analyze song if not paused
      if (not Paused) then
        Sing(Self);
    end
    else
    begin
      if (not FadeOut) then
      begin
        Finish;
        FadeOut := true;
        FadeTo(@ScreenScore);
      end;
    end;
  end;

  // always draw custom items
  SingDraw;

  //GoldenNoteStarsTwinkle
  GoldenRec.SpawnRec;

  //Draw Scores
  Scores.Draw;

  ////
  // dual screen, part 2
  ////////////////////////

  // Note: ScreenX is the offset of the current screen in dual-screen mode so we
  // will move the statics and texts to the correct screen here.
  // FIXME: clean up this weird stuff

  Static[StaticP1].Texture.X         := Static[StaticP1].Texture.X - 10*ScreenX;
  Text[TextP1].X                     := Text[TextP1].X - 10*ScreenX;

  Static[StaticP2R].Texture.X        := Static[StaticP2R].Texture.X - 10*ScreenX;
  Text[TextP2R].X                    := Text[TextP2R].X - 10*ScreenX;

  //end of weird

  Static[1].Texture.X := Static[1].Texture.X - 10*ScreenX;

  for T := 0 to 1 do
    Text[T].X := Text[T].X - 10*ScreenX;

  // Draw Pausepopup
  // FIXME: this is a workaround that the Static is drawn over the Lyrics, Lines, Scores and Effects
  // maybe someone could find a better solution
  if Paused then
  begin
    Static[StaticPausePopup].Visible := true;
    Static[StaticPausePopup].Draw;
    Static[StaticPausePopup].Visible := false;
  end;

  Result := true;
end;

procedure TScreenSing.Finish;
begin
  AudioInput.CaptureStop;
  AudioPlayback.Stop;
  AudioPlayback.SetSyncSource(nil);

  if (Ini.SavePlayback = 1) then begin
    Log.BenchmarkStart(0);
    Log.LogVoice(0);
    Log.LogVoice(1);
    Log.LogVoice(2);
    Log.BenchmarkEnd(0);
    Log.LogBenchmark('Creating files', 0);
  end;

  if CurrentSong.VideoLoaded then
  begin
    fCurrentVideoPlaybackEngine.Close;
    CurrentSong.VideoLoaded := false; // to prevent drawing closed video
  end;

  SetFontItalic (False);
end;

procedure TScreenSing.OnSentenceEnd(SentenceIndex: Cardinal);
var
  PlayerIndex: Integer;
  CurrentPlayer: PPLayer;
  CurrentScore: Real;
  Line: PLine;
  LinePerfection: Real;  // perfection of singing performance on the current line
  Rating: integer;
  LineScore: Real;
  LineBonus: Real;
  MaxSongScore: integer; // max. points for the song (without line bonus)
  MaxLineScore: Real;    // max. points for the current line
const
  // TODO: move this to a better place
  MAX_LINE_RATING = 8;        // max. rating for singing performance
begin
  Line := @Lines[0].Line[SentenceIndex];

  // check for empty sentence
  if (Line.TotalNotes <= 0) then
    Exit;

  // set max song score
  if (Ini.LineBonus = 0) then
    MaxSongScore := MAX_SONG_SCORE
  else
    MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS;

  // Note: ScoreValue is the sum of all note values of the song
  MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue);

  for PlayerIndex := 0 to High(Player) do
  begin
    CurrentPlayer := @Player[PlayerIndex];
    CurrentScore := CurrentPlayer.Score + CurrentPlayer.ScoreGolden;

    // Line Bonus

    // points for this line
    LineScore := CurrentScore - CurrentPlayer.ScoreLast;

    // determine LinePerfection
    // Note: the "+2" extra points are a little bonus so the player does not
    //   have to be that perfect to reach the bonus steps.
    LinePerfection := (LineScore + 2) / MaxLineScore;

    // clamp LinePerfection to range [0..1]
    if (LinePerfection < 0) then
      LinePerfection := 0
    else if (LinePerfection > 1) then
      LinePerfection := 1;

    // add line-bonus if enabled
    if (Ini.LineBonus > 0) then
    begin
      // line-bonus points (same for each line, no matter how long the line is)
      LineBonus := MAX_SONG_LINE_BONUS /
                   (Length(Lines[0].Line) - NumEmptySentences);
      // apply line-bonus
      CurrentPlayer.ScoreLine := CurrentPlayer.ScoreLine +
                                 LineBonus * LinePerfection;
      CurrentPlayer.ScoreLineInt := Round(CurrentPlayer.ScoreLine / 10) * 10;
      // update total score
      CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
                                     CurrentPlayer.ScoreGoldenInt +
                                     CurrentPlayer.ScoreLineInt;

      // spawn rating pop-up
      Rating := Round(LinePerfection * MAX_LINE_RATING);
      Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt);
    end;

    // PerfectLineTwinkle (effect), Part 1
    If (Ini.EffectSing = 1) then
      CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1);

    // refresh last score
    CurrentPlayer.ScoreLast := CurrentScore;
  end;

  // PerfectLineTwinkle (effect), Part 2
  if (Ini.EffectSing = 1) then
    GoldenRec.SpawnPerfectLineTwinkle;
end;

// Called on sentence change
// SentenceIndex: index of the new active sentence
procedure TScreenSing.OnSentenceChange(SentenceIndex: Cardinal);
var
  LyricEngine: TLyricEngine;
begin
  //GoldenStarsTwinkle
  GoldenRec.SentenceChange;

  // Fill lyrics queue and set upper line to the current sentence
  while (Lyrics.GetUpperLineIndex() < SentenceIndex) or
        (not Lyrics.IsQueueFull) do
  begin
    // Add the next line to the queue or a dummy if no more lines are available
    if (Lyrics.LineCounter <= High(Lines[0].Line)) then
      Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter])
    else
      Lyrics.AddLine(nil);
  end;

  // AddLine draws the passed line to the back-buffer of the render context
  // and copies it into a texture afterwards (offscreen rendering).
  // This leaves an in invalidated screen. Calling Draw() makes sure,
  // that the back-buffer stores the sing-screen, when the next
  // swap between the back- and front-buffer is done (eliminates flickering)
  // 
  // Note: calling AddLine() right before the regular screen update (Display.Draw)
  // would be a better solution.
  Draw;
end;

function TLyricsSyncSource.GetClock(): real;
begin
  Result := LyricsState.GetCurrentTime();
end;

end.