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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
commit | 35187604cef84864a908972d07361a5bd57e29ca (patch) | |
tree | dc95a8b1abeabd3a466729056ab8d37aaa6e72ea /src/screens/UScreenScore.pas | |
parent | 58c1daf3692d4c5c534750a4fda97e087b0f0cbb (diff) | |
parent | 02bd10f0798829ab69d2028b988cb2a54eae292a (diff) | |
download | usdx-svn/1.1.tar.gz usdx-svn/1.1.tar.xz usdx-svn/1.1.zip |
rename trunk to 1.1svn/1.1github/svn/1.1
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@2662 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/screens/UScreenScore.pas')
-rw-r--r-- | src/screens/UScreenScore.pas | 1187 |
1 files changed, 1187 insertions, 0 deletions
diff --git a/src/screens/UScreenScore.pas b/src/screens/UScreenScore.pas new file mode 100644 index 00000000..de7675bf --- /dev/null +++ b/src/screens/UScreenScore.pas @@ -0,0 +1,1187 @@ +{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit UScreenScore; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + USongs, + UThemes, + gl, + math, + UTexture; + +const + ZBars: real = 0.8; // Z value for the bars + ZRatingPic: real = 0.8; // Z value for the rating pictures + + EaseOut_MaxSteps: real = 10; // that's the speed of the bars (10 is fast | 100 is slower) + + BarRaiseSpeed: cardinal = 14; // Time for raising the bar one step higher (in ms) + +type + TScoreBarType = (sbtScore, sbtLine, sbtGolden); + TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players + //Bar textures + Score_NoteBarLevel_Dark: TTexture; // Note + Score_NoteBarRound_Dark: TTexture; // that's the round thing on top + + Score_NoteBarLevel_Light: TTexture; // LineBonus | Phrasebonus + Score_NoteBarRound_Light: TTexture; + + Score_NoteBarLevel_Lightest: TTexture; // GoldenNotes + Score_NoteBarRound_Lightest: TTexture; + + Player_Id_Box: TTexture; // boxes with player numbers + end; + + TPlayerScoreScreenData = record // holds the positions and other data + Bar_Y: real; + Bar_Actual_Height: real; // this one holds the actual height of the bar, while we animate it + BarScore_ActualHeight: real; + BarLine_ActualHeight: real; + BarGolden_ActualHeight: real; + end; + + TPlayerScoreRatingPics = record // a fine array of the rating pictures + RateEaseStep: integer; + RateEaseValue: real; + end; + + { hold maps of players to the different positions } + TPlayerPositionMap = record + Position: byte; // 1..6: Position of Player; 0: no position (e.g. too little screens) + Screen: byte; // 0 - Screen 1; 1 - Screen 2 + BothScreens: boolean; // true if player is drawn on both screens + end; + APlayerPositionMap = array of TPlayerPositionMap; + + { textures for playerstatics of seconds screen players } + TPlayerStaticTexture = record + Tex: TTexture; + end; + + TScreenScore = class(TMenu) + private + { holds position and screen of players(index) + set by calling MapPlayerstoPosition() } + PlayerPositionMap: APlayerPositionMap; + + BarTime: cardinal; + + aPlayerScoreScreenTextures: array[1..6] of TPlayerScoreScreenTexture; + aPlayerScoreScreenDatas: array[1..6] of TPlayerScoreScreenData; + aPlayerScoreScreenRatings: array[1..6] of TPlayerScoreRatingPics; + + BarScore_EaseOut_Step: real; + BarPhrase_EaseOut_Step: real; + BarGolden_EaseOut_Step: real; + + TextArtist: integer; + TextTitle: integer; + + TextArtistTitle: integer; + + TextName: array[1..6] of integer; + TextScore: array[1..6] of integer; + + TextNotes: array[1..6] of integer; + TextNotesScore: array[1..6] of integer; + TextLineBonus: array[1..6] of integer; + TextLineBonusScore: array[1..6] of integer; + TextGoldenNotes: array[1..6] of integer; + TextGoldenNotesScore: array[1..6] of integer; + TextTotal: array[1..6] of integer; + TextTotalScore: array[1..6] of integer; + + PlayerStatic: array[1..6] of array of integer; + { texture pairs for swapping when screens = 2 + first array level: index of player ( actually this is a position + 1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here + 2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4 + 4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 ) + second array level: different playerstatics for positions + third array level: texture for screen 1 or 2 } + PlayerStaticTextures: array[1..6] of array of array [1..2] of TPlayerStaticTexture; + PlayerTexts: array[1..6] of array of integer; + + StaticBoxLightest: array[1..6] of integer; + StaticBoxLight: array[1..6] of integer; + StaticBoxDark: array[1..6] of integer; + { texture pairs for swapping when screens = 2 + for boxes + first array level: index of player ( actually this is a position + 1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here + 2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4 + 4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 ) + second array level: different boxes for positions (0: lightest; 1: light; 2: dark) + third array level: texture for screen 1 or 2 } + PlayerBoxTextures: array[1..6] of array[0..2] of array [1..2] of TPlayerStaticTexture; + + StaticBackLevel: array[1..6] of integer; + StaticBackLevelRound: array[1..6] of integer; + StaticLevel: array[1..6] of integer; + StaticLevelRound: array[1..6] of integer; + + { statics with players ids } + StaticPlayerIdBox: array[1..6] of integer; + TexturePlayerIdBox: array[1..6] of TTexture; + + Animation: real; + + TextScore_ActualValue: array[1..6] of integer; + TextPhrase_ActualValue: array[1..6] of integer; + TextGolden_ActualValue: array[1..6] of integer; + + procedure MapPlayersToPosition; + + procedure FillPlayer(Item, P: integer); + procedure FillPlayerItems(PlayerNumber: integer); + + procedure UpdateAnimation; + {**** + * helpers for bar easing + *} + procedure EaseBarIn(PlayerNumber: integer; BarType: TScoreBarType); + procedure EaseScoreIn(PlayerNumber: integer; ScoreType: TScoreBarType); + + procedure DrawPlayerBars; + + procedure DrawBar(BarType: TScoreBarType; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); + + {**** + * helpers for rating picture + *} + procedure ShowRating(PlayerNumber: integer); + function CalculateBouncing(PlayerNumber: integer): real; + procedure DrawRating(PlayerNumber: integer; Rating: integer); + + { for player static texture swapping } + procedure LoadSwapTextures; + procedure SwapToScreen(Screen: integer); + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + function ParseMouse(MouseButton: Integer; BtnDown: Boolean; X, Y: integer): boolean; override; + procedure OnShow; override; + procedure OnShowFinish; override; + function Draw: boolean; override; + end; + +implementation + +uses + UGraphic, + UScreenSong, + UMenuStatic, + UTime, + UIni, + USkins, + ULog, + ULanguage, + UNote, + UUnicodeUtils; + + +function TScreenScore.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN: + begin + FadeTo(@ScreenTop5); + Exit; + end; + + SDLK_SYSREQ: + begin + Display.SaveScreenShot; + end; + end; + end; +end; + +function TScreenScore.ParseMouse(MouseButton: Integer; BtnDown: Boolean; X, Y: integer): boolean; +begin + Result := True; + if (MouseButton = SDL_BUTTON_LEFT) and BtnDown then begin + //left-click anywhere sends return + ParseInput(SDLK_RETURN, 0, true); + end; +end; + +procedure TScreenScore.LoadSwapTextures; + var + P, I: integer; + PlayerNum, PlayerNum2: integer; + Color: string; + R, G, B: real; + StaticNum: integer; + ThemeStatic: TThemeStatic; +begin + { we only need to load swapping textures if in dualscreen mode } + if Screens = 2 then + begin + { load swapping textures for custom statics } + for P := low(PlayerStatic) to High(PlayerStatic) do + begin + SetLength(PlayerStaticTextures[P], Length(PlayerStatic[P])); + + { get the players that actually are on this position } + case P of + 1: begin + PlayerNum := 1; + PlayerNum2 := 1; + end; + + 2, 3: begin + PlayerNum := P - 1; + PlayerNum2 := PlayerNum + 2; + end; + + 4..6: begin + PlayerNum := P - 3; + PlayerNum2 := PlayerNum + 3; + end; + end; + + for I := 0 to High(PlayerStatic[P]) do + begin + // copy current statics texture to texture for screen 1 + PlayerStaticTextures[P, I, 1].Tex := Statics[PlayerStatic[P, I]].Texture; + + // fallback to first screen texture for 2nd screen + PlayerStaticTextures[P, I, 2].Tex := PlayerStaticTextures[P, I, 1].Tex; + + { texture for second screen } + { we only change color for statics with playercolor + and with Texture type colorized + also we don't need to swap for one player position } + if (P <> 1) and + (Theme.Score.PlayerStatic[P, I].Typ = Texture_Type_Colorized) and + (Length(Theme.Score.PlayerStatic[P, I].Color) >= 2) and + (copy(Theme.Score.PlayerStatic[P, I].Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then + begin + // get the color + Color := Theme.Score.PlayerStatic[P, I].Color; + Color[2] := IntToStr(PlayerNum2)[1]; + LoadColor(R, G, B, Color); + + with Theme.Score.PlayerStatic[P, I] do + PlayerStaticTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B)); + + PlayerStaticTextures[P, I, 2].Tex.X := Statics[PlayerStatic[P, I]].Texture.X; + PlayerStaticTextures[P, I, 2].Tex.Y := Statics[PlayerStatic[P, I]].Texture.Y; + PlayerStaticTextures[P, I, 2].Tex.W := Statics[PlayerStatic[P, I]].Texture.W; + PlayerStaticTextures[P, I, 2].Tex.H := Statics[PlayerStatic[P, I]].Texture.H; + end; + end; + end; + + { load swap textures for boxes } + for P := low(PlayerBoxTextures) to High(PlayerBoxTextures) do + begin + { get the players that actually are on this position } + case P of + 1: begin + PlayerNum := 1; + PlayerNum2 := 1; + end; + + 2, 3: begin + PlayerNum := P - 1; + PlayerNum2 := PlayerNum + 2; + end; + + 4..6: begin + PlayerNum := P - 3; + PlayerNum2 := PlayerNum + 3; + end; + end; + + for I := 0 to High(PlayerBoxTextures[P]) do + begin + case I of + 0: begin + StaticNum := StaticBoxLightest[P]; + ThemeStatic := Theme.Score.StaticBoxLightest[P]; + end; + 1: begin + StaticNum := StaticBoxLight[P]; + ThemeStatic := Theme.Score.StaticBoxLight[P]; + end; + 2: begin + StaticNum := StaticBoxDark[P]; + ThemeStatic := Theme.Score.StaticBoxDark[P]; + end; + end; + // copy current statics texture to texture for screen 1 + PlayerBoxTextures[P, I, 1].Tex := Statics[StaticNum].Texture; + + // fallback to first screen texture for 2nd screen + PlayerBoxTextures[P, I, 2].Tex := PlayerBoxTextures[P, I, 1].Tex; + + { texture for second screen } + { we only change color for statics with playercolor + and with Texture type colorized + also we don't need to swap for one player position } + if (P <> 1) and + (ThemeStatic.Typ = Texture_Type_Colorized) and + (Length(ThemeStatic.Color) >= 2) and + (copy(ThemeStatic.Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then + begin + // get the color + Color := ThemeStatic.Color; + Color[2] := IntToStr(PlayerNum2)[1]; + LoadColor(R, G, B, Color); + + with ThemeStatic do + PlayerBoxTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B)); + + PlayerBoxTextures[P, I, 2].Tex.X := Statics[StaticNum].Texture.X; + PlayerBoxTextures[P, I, 2].Tex.Y := Statics[StaticNum].Texture.Y; + PlayerBoxTextures[P, I, 2].Tex.W := Statics[StaticNum].Texture.W; + PlayerBoxTextures[P, I, 2].Tex.H := Statics[StaticNum].Texture.H; + end; + end; + end; + end; +end; + +procedure TScreenScore.SwapToScreen(Screen: integer); + var + P, I: integer; +begin + { if screens = 2 and playerplay <= 3 the 2nd screen shows the + textures of screen 1 } + if (PlayersPlay <= 3) and (Screen = 2) then + Screen := 1; + + { set correct box textures } + for I := 0 to High(PlayerPositionMap) do + begin + if (PlayerPositionMap[I].Position > 0) and ((ScreenAct = PlayerPositionMap[I].Screen) or (PlayerPositionMap[I].BothScreens)) then + begin + // we just set the texture specific stuff + // so we don't overwrite e.g. width and height + with Statics[StaticPlayerIdBox[PlayerPositionMap[I].Position]].Texture do + begin + TexNum := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexNum; + TexW := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexW; + TexH := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexH; + end; + end; + end; + + if (Screens = 2) then + begin + { to keep it simple we just swap all statics, not just the shown ones } + for P := Low(PlayerStatic) to High(PlayerStatic) do + for I := 0 to High(PlayerStatic[P]) do + begin + Statics[PlayerStatic[P, I]].Texture := PlayerStaticTextures[P, I, Screen].Tex; + end; + + { box statics } + for P := Low(PlayerStatic) to High(PlayerStatic) do + begin + Statics[StaticBoxLightest[P]].Texture := PlayerBoxTextures[P, 0, Screen].Tex; + Statics[StaticBoxLight[P]].Texture := PlayerBoxTextures[P, 1, Screen].Tex; + Statics[StaticBoxDark[P]].Texture := PlayerBoxTextures[P, 2, Screen].Tex; + end; + end; +end; + +constructor TScreenScore.Create; +var + Player: integer; + Counter: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Score); + + // These two texts arn't used in the deluxe skin + TextArtist := AddText(Theme.Score.TextArtist); + TextTitle := AddText(Theme.Score.TextTitle); + + TextArtistTitle := AddText(Theme.Score.TextArtistTitle); + + for Player := 1 to 6 do + begin + SetLength(PlayerStatic[Player], Length(Theme.Score.PlayerStatic[Player])); + SetLength(PlayerTexts[Player], Length(Theme.Score.PlayerTexts[Player])); + + for Counter := 0 to High(Theme.Score.PlayerStatic[Player]) do + PlayerStatic[Player, Counter] := AddStatic(Theme.Score.PlayerStatic[Player, Counter]); + + + + for Counter := 0 to High(Theme.Score.PlayerTexts[Player]) do + PlayerTexts[Player, Counter] := AddText(Theme.Score.PlayerTexts[Player, Counter]); + + TextName[Player] := AddText(Theme.Score.TextName[Player]); + TextScore[Player] := AddText(Theme.Score.TextScore[Player]); + + TextNotes[Player] := AddText(Theme.Score.TextNotes[Player]); + TextNotesScore[Player] := AddText(Theme.Score.TextNotesScore[Player]); + TextLineBonus[Player] := AddText(Theme.Score.TextLineBonus[Player]); + TextLineBonusScore[Player] := AddText(Theme.Score.TextLineBonusScore[Player]); + TextGoldenNotes[Player] := AddText(Theme.Score.TextGoldenNotes[Player]); + TextGoldenNotesScore[Player] := AddText(Theme.Score.TextGoldenNotesScore[Player]); + TextTotal[Player] := AddText(Theme.Score.TextTotal[Player]); + TextTotalScore[Player] := AddText(Theme.Score.TextTotalScore[Player]); + + StaticBoxLightest[Player] := AddStatic(Theme.Score.StaticBoxLightest[Player]); + StaticBoxLight[Player] := AddStatic(Theme.Score.StaticBoxLight[Player]); + StaticBoxDark[Player] := AddStatic(Theme.Score.StaticBoxDark[Player]); + + StaticBackLevel[Player] := AddStatic(Theme.Score.StaticBackLevel[Player]); + StaticBackLevelRound[Player] := AddStatic(Theme.Score.StaticBackLevelRound[Player]); + StaticLevel[Player] := AddStatic(Theme.Score.StaticLevel[Player]); + StaticLevelRound[Player] := AddStatic(Theme.Score.StaticLevelRound[Player]); + StaticPlayerIdBox[Player] := AddStatic(Theme.Score.StaticPlayerIdBox[Player]); + + //textures + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[Player]; + + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[Player]; + + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[Player]; + aPlayerScoreScreenTextures[Player].Player_Id_Box := Texture.GetTexture(Skin.GetTextureFileName('PlayerIDBox0' + IntToStr(Player)), Texture_Type_Transparent); + end; + + LoadSwapTextures; +end; + +procedure TScreenScore.MapPlayersToPosition; + var + ArrayStartModifier: integer; + PlayersPerScreen: integer; + I: integer; +begin + // all statics / texts are loaded at start - so that we have them all even if we change the amount of players + // To show the corrects statics / text from the them, we simply modify the start of the according arrays + // 1 Player -> Player[0].Score (The score for one player starts at 0) + // -> Statics[1] (The statics for the one player screen start at 1) + // 2 Player -> Player[0..1].Score + // -> Statics[2..3] + // 3 Player -> Player[0..5].Score + // -> Statics[4..6] + case PlayersPlay of + 1: ArrayStartModifier := 1; + 2, 4: ArrayStartModifier := 2; + 3, 6: ArrayStartModifier := 4; + else + ArrayStartModifier := 0; //this should never happen + end; + + if (PlayersPlay <= 3) then + PlayersPerScreen := PlayersPlay + else + PlayersPerScreen := PlayersPlay div 2; + + SetLength(PlayerPositionMap, PlayersPlay); + + // actually map players to positions + for I := 0 to PlayersPlay - 1 do + begin + PlayerPositionMap[I].Screen := (I div PlayersPerScreen) + 1; + if (PlayerPositionMap[I].Screen > Screens) then + PlayerPositionMap[I].Position := 0 + else + PlayerPositionMap[I].Position := ArrayStartModifier + (I mod PlayersPerScreen); + PlayerPositionMap[I].BothScreens := (PlayersPlay <= 3) and (Screens > 1); + end; +end; + +procedure TScreenScore.UpdateAnimation; +var + CurrentTime: integer; + I: integer; +begin + CurrentTime := SDL_GetTicks(); + + if (ScreenAct = 1) and ShowFinish then + while (CurrentTime >= BarTime) do + begin + Inc(BarTime, BarRaiseSpeed); + + // We actually arise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore) + if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10) then + BarScore_EaseOut_Step:= BarScore_EaseOut_Step + 1 + + // PhrasenBonus + else if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then + BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1 + + // GoldenNotebonus + else if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then + BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1 + + // rating icon + else + for I := 1 to PlayersPlay do + CalculateBouncing(I); + end; +end; + +procedure TScreenScore.DrawPlayerBars; + var + I: integer; +begin + for I := 0 to PlayersPlay-1 do + begin + if (PlayerPositionMap[I].Position > 0) and ((ScreenAct = PlayerPositionMap[I].Screen) or (PlayerPositionMap[I].BothScreens)) then + begin + if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + // Draw golden score bar # + EaseBarIn(I + 1, sbtGolden); + EaseScoreIn(I + 1, sbtGolden); + end; + + // Draw phrase score bar # + EaseBarIn(I + 1, sbtLine); + EaseScoreIn(I + 1, sbtLine); + end; + + // Draw plain score bar # + EaseBarIn(I + 1, sbtScore); + EaseScoreIn(I + 1, sbtScore); + end; + end; +end; + +procedure TScreenScore.OnShow; +var + P: integer; // player + I: integer; + V: array[1..6] of boolean; // visibility array + +begin + + {** + * Turn backgroundmusic on + *} + SoundLib.StartBgMusic; + + inherited; + + MapPlayersToPosition; + + for P := 1 to PlayersPlay do + begin + // data + aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[PlayerPositionMap[P-1].Position].Y; + + // ratings + aPlayerScoreScreenRatings[P].RateEaseStep := 1; + aPlayerScoreScreenRatings[P].RateEaseValue := 20; + + // actual values + TextScore_ActualValue[P] := 0; + TextPhrase_ActualValue[P] := 0; + TextGolden_ActualValue[P] := 0; + end; + + Text[TextArtist].Text := CurrentSong.Artist; + Text[TextTitle].Text := CurrentSong.Title; + Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; + + // set visibility + case PlayersPlay of + 1: begin + V[1] := true; + V[2] := false; + V[3] := false; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 2, 4: begin + V[1] := false; + V[2] := true; + V[3] := true; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 3, 6: begin + V[1] := false; + V[2] := false; + V[3] := false; + V[4] := true; + V[5] := true; + V[6] := true; + end; + end; + + for P := 1 to 6 do + begin + Text[TextName[P]].Visible := V[P]; + Text[TextScore[P]].Visible := V[P]; + + // We set alpha to 0 , so we can nicely blend them in when we need them + Text[TextScore[P]].Alpha := 0; + Text[TextNotesScore[P]].Alpha := 0; + Text[TextNotes[P]].Alpha := 0; + Text[TextLineBonus[P]].Alpha := 0; + Text[TextLineBonusScore[P]].Alpha := 0; + Text[TextGoldenNotes[P]].Alpha := 0; + Text[TextGoldenNotesScore[P]].Alpha := 0; + Text[TextTotal[P]].Alpha := 0; + Text[TextTotalScore[P]].Alpha := 0; + Statics[StaticBoxLightest[P]].Texture.Alpha := 0; + Statics[StaticBoxLight[P]].Texture.Alpha := 0; + Statics[StaticBoxDark[P]].Texture.Alpha := 0; + + Text[TextNotes[P]].Visible := V[P]; + Text[TextNotesScore[P]].Visible := V[P]; + Text[TextLineBonus[P]].Visible := V[P]; + Text[TextLineBonusScore[P]].Visible := V[P]; + Text[TextGoldenNotes[P]].Visible := V[P]; + Text[TextGoldenNotesScore[P]].Visible := V[P]; + Text[TextTotal[P]].Visible := V[P]; + Text[TextTotalScore[P]].Visible := V[P]; + + for I := 0 to high(PlayerStatic[P]) do + Statics[PlayerStatic[P, I]].Visible := V[P]; + + for I := 0 to high(PlayerTexts[P]) do + Text[PlayerTexts[P, I]].Visible := V[P]; + + Statics[StaticBoxLightest[P]].Visible := V[P]; + Statics[StaticBoxLight[P]].Visible := V[P]; + Statics[StaticBoxDark[P]].Visible := V[P]; + + Statics[StaticPlayerIdBox[P]].Visible := V[P]; + + // we draw that on our own + Statics[StaticBackLevel[P]].Visible := false; + Statics[StaticBackLevelRound[P]].Visible := false; + Statics[StaticLevel[P]].Visible := false; + Statics[StaticLevelRound[P]].Visible := false; + end; + + BarScore_EaseOut_Step := 1; + BarPhrase_EaseOut_Step := 1; + BarGolden_EaseOut_Step := 1; +end; + +procedure TScreenScore.onShowFinish; +var + index: integer; +begin + for index := 1 to (PlayersPlay) do + begin + TextScore_ActualValue[index] := 0; + TextPhrase_ActualValue[index] := 0; + TextGolden_ActualValue[index] := 0; + end; + + BarTime := SDL_GetTicks(); +end; + +function TScreenScore.Draw: boolean; +var + PlayerCounter: integer; +begin +{* + player[0].ScoreInt := 7000; + player[0].ScoreLineInt := 2000; + player[0].ScoreGoldenInt := 1000; + player[0].ScoreTotalInt := 10000; + + player[1].ScoreInt := 2500; + player[1].ScoreLineInt := 1100; + player[1].ScoreGoldenInt := 900; + player[1].ScoreTotalInt := 4500; +//*} + // swap static textures to current screen ones + SwapToScreen(ScreenAct); + + //Draw the Background + DrawBG; + + // Let's start to arise the bars + UpdateAnimation; + + // we have to swap the themeobjects values on every draw + // to support dual screen + for PlayerCounter := 1 to PlayersPlay do + begin + FillPlayerItems(PlayerCounter); + end; + + if (ShowFinish) then + DrawPlayerBars; + + //Draw Theme Objects + DrawFG; + +(* + //todo: i need a clever method to draw statics with their z value + for I := 0 to Length(Statics) - 1 do + Statics[I].Draw; + for I := 0 to Length(Text) - 1 do + Text[I].Draw; +*) + + Result := true; +end; + +procedure TscreenScore.FillPlayerItems(PlayerNumber: integer); +var + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + if (ThemeIndex > 0) and ((ScreenAct = PlayerPositionMap[PlayerNumber-1].Screen) or (PlayerPositionMap[PlayerNumber-1].BothScreens)) then + begin + // todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog) + Text[TextName[ThemeIndex]].Text := Ini.Name[PlayerNumber-1]; + // end todo + + //golden + Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]); + Text[TextGoldenNotesScore[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100); + + Statics[StaticBoxLightest[ThemeIndex]].Texture.Alpha := (BarGolden_EaseOut_Step / 100); + Text[TextGoldenNotes[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100); + + // line bonus + Text[TextLineBonusScore[ThemeIndex]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]); + Text[TextLineBonusScore[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100); + + Statics[StaticBoxLight[ThemeIndex]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100); + Text[TextLineBonus[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100); + + // plain score + Text[TextNotesScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]); + Text[TextNotes[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + Statics[StaticBoxDark[ThemeIndex]].Texture.Alpha := (BarScore_EaseOut_Step / 100); + Text[TextNotesScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + // total score + Text[TextTotalScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]); + Text[TextTotalScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + Text[TextTotal[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + if(BarGolden_EaseOut_Step = 100) then + begin + ShowRating(PlayerNumber); + end; + end; +end; + +procedure TScreenScore.ShowRating(PlayerNumber: integer); +var + Rating: integer; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + if (ThemeIndex > 0) and ((ScreenAct = PlayerPositionMap[PlayerNumber-1].Screen) or (PlayerPositionMap[PlayerNumber-1].BothScreens)) then + begin + case (Player[PlayerNumber-1].ScoreTotalInt) of + 0..2009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_TONE_DEAF'); + Rating := 0; + end; + 2010..4009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_AMATEUR'); + Rating := 1; + end; + 4010..5009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_WANNABE'); + Rating := 2; + end; + 5010..6009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_HOPEFUL'); + Rating := 3; + end; + 6010..7509: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_RISING_STAR'); + Rating := 4; + end; + 7510..8509: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_LEAD_SINGER'); + Rating := 5; + end; + 8510..9009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_SUPERSTAR'); + Rating := 6; + end; + 9010..10000: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_ULTRASTAR'); + Rating := 7; + end; + else + Rating := 0; // Cheata :P + end; + + //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings + if ( Theme.Score.StaticRatings[ThemeIndex].W > 0 ) and ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then + begin + Text[TextScore[ThemeIndex]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / Theme.Score.StaticRatings[ThemeIndex].W; + end; + // end todo + + DrawRating(PlayerNumber, Rating); + end; +end; + +procedure TscreenScore.DrawRating(PlayerNumber: integer; Rating: integer); +var + Posx: real; + Posy: real; + Width: real; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + + PosX := Theme.Score.StaticRatings[ThemeIndex].X + (Theme.Score.StaticRatings[ThemeIndex].W * 0.5); + PosY := Theme.Score.StaticRatings[ThemeIndex].Y + (Theme.Score.StaticRatings[ThemeIndex].H * 0.5); ; + + Width := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2; + + glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(PosX - Width, PosY - Width); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + Width, PosY - Width); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + Width, PosY + Width); + glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - Width, PosY + Width); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); +end; + +function TscreenScore.CalculateBouncing(PlayerNumber: integer): real; +var + p, s: real; + + RaiseStep, MaxVal: real; + EaseOut_Step: integer; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + + EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep; + MaxVal := Theme.Score.StaticRatings[ThemeIndex].W; + + RaiseStep := EaseOut_Step; + + if (MaxVal > 0) and (RaiseStep > 0) then + RaiseStep := RaiseStep / MaxVal; + + if (RaiseStep = 1) then + begin + Result := MaxVal; + end + else + begin + p := MaxVal * 0.4; + + s := p/(2*PI) * arcsin (1); + Result := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal; + + inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep); + aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := Result; + end; +end; + +procedure TscreenScore.EaseBarIn(PlayerNumber: integer; BarType: TScoreBarType); +const + RaiseSmoothness: integer = 100; +var + MaxHeight: real; + NewHeight: real; + + Height2Reach: real; + RaiseStep: real; + BarStartPosY: single; + + lTmp: real; + Score: integer; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + MaxHeight := Theme.Score.StaticBackLevel[ThemeIndex].H; + + // let's get the points according to the bar we draw + // score array starts at 0, which means the score for player 1 is in score[0] + // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps + if (BarType = sbtScore) then + begin + Score := Player[PlayerNumber - 1].ScoreInt; + RaiseStep := BarScore_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y + MaxHeight; + end + else if (BarType = sbtLine) then + begin + Score := Player[PlayerNumber - 1].ScoreLineInt; + RaiseStep := BarPhrase_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight; + end + else if (BarType = sbtGolden) then + begin + Score := Player[PlayerNumber - 1].ScoreGoldenInt; + RaiseStep := BarGolden_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight; + end; + + // the height dependend of the score + Height2Reach := (Score / MAX_SONG_SCORE) * MaxHeight; + + if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then + begin + // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions + // Calculate the actual step according to the maxsteps + RaiseStep := RaiseStep / EaseOut_MaxSteps; + + // quadratic easing out - decelerating to zero velocity + // -end_position * current_time * ( current_time - 2 ) + start_postion + lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY); + + if ( RaiseSmoothness > 0 ) and ( lTmp > 0 ) then + NewHeight := lTmp / RaiseSmoothness; + + end + else + NewHeight := Height2Reach; + + DrawBar(BarType, PlayerNumber, BarStartPosY, NewHeight); + + if (BarType = sbtScore) then + aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight + else if (BarType = sbtLine) then + aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight + else if (BarType = sbtGolden) then + aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight; +end; + +procedure TscreenScore.DrawBar(BarType: TScoreBarType; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); +var + Width: real; + BarStartPosX: real; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + + // this is solely for better readability of the drawing + Width := Theme.Score.StaticBackLevel[ThemeIndex].W; + BarStartPosX := Theme.Score.StaticBackLevel[ThemeIndex].X; + + glColor4f(1, 1, 1, 1); + + // set the texture for the bar + if (BarType = sbtScore) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum); + if (BarType = sbtLine) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum); + if (BarType = sbtGolden) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum); + + //draw it + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY, ZBars); + glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY, ZBars); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); + + //the round thing on top + if (BarType = sbtScore) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum); + if (BarType = sbtLine) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum); + if (BarType = sbtGolden) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Statics[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars); + glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Statics[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars); + glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); +end; + +procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType: TScoreBarType); +const + RaiseSmoothness: integer = 100; +var + RaiseStep: real; + lTmpA: real; + ScoreReached: integer; + EaseOut_Step: real; + ActualScoreValue: integer; +begin + if (ScoreType = sbtScore) then + begin + EaseOut_Step := BarScore_EaseOut_Step; + ActualScoreValue := TextScore_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreInt; + end; + if (ScoreType = sbtLine) then + begin + EaseOut_Step := BarPhrase_EaseOut_Step; + ActualScoreValue := TextPhrase_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreLineInt; + end; + if (ScoreType = sbtGolden) then + begin + EaseOut_Step := BarGolden_EaseOut_Step; + ActualScoreValue := TextGolden_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreGoldenInt; + end; + + // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps + RaiseStep := EaseOut_Step; + + if (ActualScoreValue < ScoreReached) then + begin + // Calculate the actual step according to the maxsteps + RaiseStep := RaiseStep / EaseOut_MaxSteps; + + // quadratic easing out - decelerating to zero velocity + // -end_position * current_time * ( current_time - 2 ) + start_postion + lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20)); + if ( lTmpA > 0 ) and + ( RaiseSmoothness > 0 ) then + begin + if (ScoreType = sbtScore) then + TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + if (ScoreType = sbtLine) then + TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + if (ScoreType = sbtGolden) then + TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + end; + end + else + begin + if (ScoreType = sbtScore) then + TextScore_ActualValue[PlayerNumber] := ScoreReached; + if (ScoreType = sbtLine) then + TextPhrase_ActualValue[PlayerNumber] := ScoreReached; + if (ScoreType = sbtGolden) then + TextGolden_ActualValue[PlayerNumber] := ScoreReached; + end; +end; + +procedure TScreenScore.FillPlayer(Item, P: integer); +var + S: string; +begin + Text[TextName[Item]].Text := Ini.Name[P]; + + S := IntToStr((Round(Player[P].Score) div 10) * 10); + while (Length(S)<4) do + S := '0' + S; + Text[TextNotesScore[Item]].Text := S; + + // while (Length(S)<5) do S := '0' + S; + // Text[TextTotalScore[Item]].Text := S; + + //fixed: line bonus and golden notes don't show up, + // another bug: total score was shown without added golden-, linebonus + S := IntToStr(Player[P].ScoreTotalInt); + while (Length(S)<5) do + S := '0' + S; + Text[TextTotalScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreLineInt); + while (Length(S)<4) do + S := '0' + S; + Text[TextLineBonusScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreGoldenInt); + while (Length(S)<4) do + S := '0' + S; + Text[TextGoldenNotesScore[Item]].Text := S; + //end of fix + +end; + +end. |