diff options
Diffstat (limited to 'Lua/src/base/UMain.pas')
-rw-r--r-- | Lua/src/base/UMain.pas | 991 |
1 files changed, 177 insertions, 814 deletions
diff --git a/Lua/src/base/UMain.pas b/Lua/src/base/UMain.pas index cb3851d1..7b082c57 100644 --- a/Lua/src/base/UMain.pas +++ b/Lua/src/base/UMain.pas @@ -35,112 +35,16 @@ interface uses SysUtils, - Classes, - SDL, - UMusic, - URecord, - UTime, - UDisplay, - UIni, - ULog, - ULyrics, - UScreenSing, - USong, - ULua, - 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 - ScoreLast: real;//Last Line Score - - // PerfectLineTwinkle (effect) - LastSentencePerfect: boolean; - - HighNote: integer; // index of last note (= High(Note)?) - LengthNote: integer; // number of notes (= Length(Note)?). - Note: array of TPlayerNote; - end; + SDL; var - // Absolute Paths - GamePath: string; - SoundPath: string; - SongPaths: TStringList; - LogPath: string; - ThemePath: string; - SkinsPath: string; - ScreenshotsPath: string; - CoverPaths: TStringList; - LanguagesPath: string; - PluginPath: string; - VisualsPath: string; - FontPath: string; - ResourcesPath: string; - PlayListPath: string; - ScriptPath: string; - - Done: boolean; - // FIXME: ConversionFileName should not be global - ConversionFileName: string; - Restart: boolean; - - // player and music info - Player: array of TPlayer; - PlayersPlay: integer; - - CurrentSong : TSong; - //Lua : Plua_State; - -const - MAX_SONG_SCORE = 10000; // max. achievable points per song - MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song - - -function FindPath(out PathResult: string; const RequestedPath: string; NeedsWritePermission: boolean): boolean; -procedure InitializePaths; -procedure AddSongPath(const Path: string); + Done: boolean; + Restart: boolean; procedure Main; procedure MainLoop; procedure CheckEvents; -procedure Sing(Screen: TScreenSing); -procedure NewSentence(Screen: TScreenSing); -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 NewNote(Screen: TScreenSing); // detect note -function GetMidBeat(Time: real): real; -function GetTimeFromBeat(Beat: integer): real; -procedure ClearScores(PlayerNum: integer); - type TMainThreadExecProc = procedure(Data: Pointer); @@ -158,31 +62,34 @@ const *} procedure MainThreadExec(Proc: TMainThreadExecProc; Data: Pointer); - implementation uses Math, - StrUtils, - USongs, - UJoystick, + gl, + UCatCovers, UCommandLine, - ULanguage, - //SDL_ttf, - USkins, + UCommon, + UConfig, UCovers, - UCatCovers, UDataBase, - UPlaylist, + UDisplay, UDLLManager, - UParty, - UConfig, - UCore, - UCommon, UGraphic, UGraphicClasses, - UPluginDefs, + UIni, + UJoystick, + ULanguage, + ULog, + UPathUtils, + UPlaylist, + UMusic, + UBeatTimer, UPlatform, + USkins, + USongs, + UThemes, + UParty, ULuaCore, UHookableEvent, ULuaGl, @@ -191,23 +98,20 @@ uses ULuaTextGL, ULuaParty, ULuaScreenSing, - UThemes; - - - + UTime; procedure Main; var - WndTitle: string; + WindowTitle: string; begin {$IFNDEF Debug} try {$ENDIF} - WndTitle := USDXVersionStr; + WindowTitle := USDXVersionStr; Platform.Init; - if Platform.TerminateIfAlreadyRunning(WndTitle) then + if Platform.TerminateIfAlreadyRunning(WindowTitle) then Exit; // fix floating-point exceptions (FPE) @@ -221,17 +125,18 @@ begin DecimalSeparator := '.'; //------------------------------ - //StartUp - Create Classes and Load Files + // StartUp - create classes and load files //------------------------------ - // Initialize SDL - // Without SDL_INIT_TIMER SDL_GetTicks() might return strange values + // initialize SDL + // without SDL_INIT_TIMER SDL_GetTicks() might return strange values SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER); SDL_EnableUnicode(1); // create luacore first so other classes can register their events LuaCore := TLuaCore.Create; + USTime := TTime.Create; VideoBGTimer := TRelativeTimer.Create; @@ -240,7 +145,7 @@ begin // Log + Benchmark Log := TLog.Create; - Log.Title := WndTitle; + Log.Title := WindowTitle; Log.FileOutputEnabled := not Params.NoLog; Log.BenchmarkStart(0); @@ -251,19 +156,19 @@ begin Log.LogStatus('Load Language', 'Initialization'); Language := TLanguage.Create; - // Add Const Values: + // add const values: Language.AddConst('US_VERSION', USDXVersionStr); Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Language', 1); - { +{ // SDL_ttf (Not used yet, maybe in version 1.5) Log.BenchmarkStart(1); Log.LogStatus('Initialize SDL_ttf', 'Initialization'); TTF_Init(); Log.BenchmarkEnd(1); Log.LogBenchmark('Initializing SDL_ttf', 1); - } +} // Skin Log.BenchmarkStart(1); @@ -278,16 +183,10 @@ begin Ini := TIni.Create; Ini.Load; - //it's possible that this is the first run, create a .ini file if neccessary + // it is possible that this is the first run, create a .ini file if neccessary Log.LogStatus('Write Ini', 'Initialization'); Ini.Save; - // 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); @@ -304,7 +203,7 @@ begin // Theme Log.BenchmarkStart(1); Log.LogStatus('Load Themes', 'Initialization'); - Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color); + Theme := TTheme.Create(ThemePath.Append(ITheme[Ini.Theme] + '.ini'), Ini.Color); Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Themes', 1); @@ -341,18 +240,10 @@ begin 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); + Initialize3D(WindowTitle); Log.BenchmarkEnd(1); Log.LogBenchmark('Initializing 3D', 1); @@ -361,10 +252,10 @@ begin Log.LogStatus('DataBase System', 'Initialization'); DataBase := TDataBaseSystem.Create; - if (Params.ScoreFile = '') then - DataBase.Init (Platform.GetGameUserPath + 'Ultrastar.db') + if (Params.ScoreFile.IsUnset) then + DataBase.Init(Platform.GetGameUserPath.Append('Ultrastar.db')) else - DataBase.Init (Params.ScoreFile); + DataBase.Init(Params.ScoreFile); Log.BenchmarkEnd(1); Log.LogBenchmark('Loading DataBase System', 1); @@ -384,7 +275,7 @@ begin Log.LogBenchmark('Loading Particle System', 1); // Joypad - if (Ini.Joypad = 1) OR (Params.Joypad) then + if (Ini.Joypad = 1) or (Params.Joypad) then begin Log.BenchmarkStart(1); Log.LogStatus('Initialize Joystick', 'Initialization'); @@ -394,25 +285,6 @@ begin end; // Lua - {Log.BenchmarkStart(1); - Lua := luaL_newstate; - if Lua = nil then - Log.LogError('Lua init failed','Lua'); - luaL_openlibs(Lua); - - luaopen_gl(Lua); // gl (Lua) - lua_pop(Lua, 1); // remove table from stack - luaopen_Log(Lua); // Log + Benchmark (Lua) - lua_pop(Lua, 1); // remove table from stack - luaopen_TextGL(Lua); // TextGL (Lua) - lua_pop(Lua, 1); // remove table from stack - luaopen_Texture(Lua); // Texture (Lua) - lua_pop(Lua, 1); // remove table from stack - - Log.BenchmarkEnd(1); - Log.LogBenchmark('Initializing Lua', 1); } - - Log.BenchmarkStart(1); Party := TPartyGame.Create; Log.BenchmarkEnd(1); @@ -435,13 +307,25 @@ begin LuaCore.DumpPlugins; - 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 + // Start Mainloop //------------------------------ Log.LogStatus('Main Loop', 'Initialization'); MainLoop; @@ -450,20 +334,18 @@ begin finally {$ENDIF} //------------------------------ - //Finish Application + // Finish Application //------------------------------ // TODO: // call an uninitialize routine for every initialize step - // or at least use the corresponding Free-Methods + // or at least use the corresponding Free methods FinalizeMedia(); //TTF_Quit(); SDL_Quit(); - //lua_close(Lua); - if assigned(Log) then begin Log.LogStatus('Main Loop', 'Finished'); @@ -476,7 +358,7 @@ end; procedure MainLoop; var - Delay: integer; + Delay: integer; const MAX_FPS = 100; begin @@ -493,17 +375,7 @@ begin CheckEvents; // display - done := not Display.Draw; - - {// FIXME remove this when the Partymode works - if FileExists(ScriptPath + 'main.lua') then - begin - if 0 <> luaL_dofile(Lua, PAnsiChar(ScriptPath + 'main.lua')) then - begin - Log.LogError(lua_tostring(Lua,-1)); - end; - end; } - + Done := not Display.Draw; SwapBuffers; // delay @@ -526,13 +398,27 @@ begin end; end; +procedure DoQuit; +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; + procedure CheckEvents; var - Event: TSDL_event; + Event: TSDL_event; + mouseDown: boolean; + mouseBtn: integer; begin - if Assigned(Display.NextScreen) then - Exit; - while (SDL_PollEvent(@Event) <> 0) do begin case Event.type_ of @@ -542,17 +428,56 @@ begin Display.NextScreenWithCheck := nil; Display.CheckOK := true; end; - SDL_MOUSEBUTTONDOWN: + + SDL_MOUSEMOTION, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP: begin - { - with Event.button do + if (Ini.Mouse > 0) then begin - if State = SDL_BUTTON_LEFT Then - begin - // + case Event.type_ of + SDL_MOUSEMOTION: + begin + mouseDown := false; + mouseBtn := 0; + end; + SDL_MOUSEBUTTONDOWN: + begin + mouseDown := true; + mouseBtn := Event.button.button; + + if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then + Display.OnMouseButton(true); + end; + SDL_MOUSEBUTTONUP: + begin + mouseDown := false; + mouseBtn := Event.button.button; + + if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then + Display.OnMouseButton(false); + end; + end; + + Display.MoveCursor(Event.button.X * 800 / Screen.w, + Event.button.Y * 600 / Screen.h); + + if not Assigned(Display.NextScreen) then + begin //drop input when changing screens + if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then + done := not ScreenPopupError.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) + else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then + done := not ScreenPopupInfo.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) + else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then + done := not ScreenPopupCheck.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) + else + begin + done := not Display.CurrentScreen^.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y); + + // if screen wants to exit + if done then + DoQuit; + end; end; end; - } end; SDL_VIDEORESIZE: begin @@ -561,7 +486,7 @@ begin // Note: do NOT call SDL_SetVideoMode on Windows and MacOSX here. // This would create a new OpenGL render-context and all texture data // would be invalidated. - // On Linux the mode MUST be resetted, otherwise graphics will be corrupted. + // On Linux the mode MUST be reset, otherwise graphics will be corrupted. {$IF Defined(Linux) or Defined(FreeBSD)} if boolean( Ini.FullScreen ) then SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN) @@ -571,64 +496,72 @@ begin end; SDL_KEYDOWN: begin + // translate CTRL-A (ASCII 1) - CTRL-Z (ASCII 26) to correct charcodes. + // keysyms (SDLK_A, ...) could be used instead but they ignore the + // current key mapping (if 'a' is pressed on a French keyboard the + // .unicode field will be 'a' and .sym SDLK_Q). + // IMPORTANT: if CTRL is pressed with a key different than 'A'-'Z' SDL + // will set .unicode to 0. There is no possibility to obtain a + // translated charcode. Use keysyms instead. + //if (Event.key.keysym.unicode in [1 .. 26]) then + // Event.key.keysym.unicode := Ord('A') + Event.key.keysym.unicode - 1; + // 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 (and FreeBSD) is able to handle screen-switching this way. - {$IF Defined(Linux) or Defined(FreeBSD)} - if boolean( Ini.FullScreen ) then + if not Assigned(Display.NextScreen) then + begin //drop input when changing screens + { to-do : F11 was used for fullscreen toggle, too here + but we also use the key in screenname and some other + screens. It is droped although fullscreen toggle doesn't + even work on windows. + should we add (Event.key.keysym.sym = SDLK_F11) here + anyway? } + if ((Event.key.keysym.sym = SDLK_RETURN) and + ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen begin - SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); - SDL_ShowCursor(0); - end - else - begin - SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); - SDL_ShowCursor(1); - end; + Ini.FullScreen := integer( not boolean( Ini.FullScreen ) ); - glViewPort(0, 0, ScreenW, ScreenH); - {$IFEND} - 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 + // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to + // reload all texture data (-> whitescreen bug). + // Only Linux and FreeBSD are able to handle screen-switching this way. + {$IF Defined(Linux) or Defined(FreeBSD)} + if boolean( Ini.FullScreen ) then begin - Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX'); + SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); end - else // if ask-for-exit is disabled then simply exit + else begin - Display.Fade := 0; - Display.NextScreenWithCheck := nil; - Display.CheckOK := true; + SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); end; - end; + Display.SetCursor; + + glViewPort(0, 0, ScreenW, ScreenH); + {$IFEND} + 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, Event.key.keysym.unicode, true) + else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then + Done := not ScreenPopupInfo.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) + else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then + Done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) + else + begin + // check if screen wants to exit + Done := not Display.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true); + + // if screen wants to exit + if Done then + DoQuit; + + end; end; end; SDL_JOYAXISMOTION: @@ -662,574 +595,4 @@ begin SDL_PushEvent(@Event); 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; -begin - // static BPM - if Length(CurrentSong.BPM) = 1 then - begin - Result := Time * CurrentSong.BPM[0].BPM / 60; - end - // variable BPM - else 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 - // invalid BPM - else - begin - Result := 0; - end; -end; - -function GetTimeFromBeat(Beat: integer): real; -var - CurBPM: integer; -begin - // static BPM - if Length(CurrentSong.BPM) = 1 then - begin - Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM; - end - // variable BPM - else 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 - // invalid BPM - else - begin - Result := 0; - end; -end; - -procedure Sing(Screen: TScreenSing); -var - Count: integer; - CountGr: integer; - CP: integer; - N: integer; -begin - LyricsState.UpdateBeats(); - - // sentences routines - for CountGr := 0 to 0 do //High(Lines) - begin; - CP := CountGr; - // old parts - LyricsState.OldLine := Lines[CP].Current; - - // choose current parts - for Count := 0 to Lines[CP].High do - begin - if LyricsState.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 <> LyricsState.OldLine then - NewSentence(Screen); - - end; // for CountGr - - // make some operations on clicks - if {(LyricsState.CurrentBeatC >= 0) and }(LyricsState.OldBeatC <> LyricsState.CurrentBeatC) then - NewBeatClick(Screen); - - // make some operations when detecting new voice pitch - if (LyricsState.CurrentBeatD >= 0) and (LyricsState.OldBeatD <> LyricsState.CurrentBeatD) then - NewBeatDetect(Screen); -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; - - // on sentence change... - Screen.onSentenceChange(Lines[0].Current); -end; - -procedure NewBeatClick; -var - Count: integer; -begin - // beat click - if ((Ini.BeatClick = 1) and - ((LyricsState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then - begin - AudioPlayback.PlaySound(SoundLib.Click); - end; - - for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do - begin - if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LyricsState.CurrentBeatC) then - begin - // click assist - if Ini.ClickAssist = 1 then - AudioPlayback.PlaySound(SoundLib.Click); - - // drum machine - (* - TempBeat := LyricsState.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; -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 - // 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 <= LyricsState.CurrentBeatD) and - (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= LyricsState.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]; - - // At the beginning of the song there is no previous note - if (Length(CurrentPlayer.Note) > 0) then - LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote] - else - LastPlayerNote := nil; - - // analyze buffer - CurrentSound.AnalyzeBuffer; - - // add some noise - // TODO: do we need this? - //LyricsState.Tone := LyricsState.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 <= LyricsState.OldBeatD+1) and - (CurrentLineFragment.Start + CurrentLineFragment.Length > LyricsState.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 previous note (if any) was the same, extend prrevious note - if ((CurrentPlayer.LengthNote > 0) and - (LastPlayerNote <> nil) and - (LastPlayerNote.Tone = CurrentSound.Tone) and - ((LastPlayerNote.Start + LastPlayerNote.Length) = LyricsState.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 = LyricsState.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 := LyricsState.CurrentBeatD; - Length := 1; - Tone := CurrentSound.Tone; // Tone || ToneAbs - Detect := LyricsState.MidBeat; - Hit := NoteHit; // half note patch - end; - end - else - begin - // extend note length - if (LastPlayerNote <> nil) then - 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) = LyricsState.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; - ScoreLine := 0; - ScoreGolden := 0; - - ScoreInt := 0; - ScoreLineInt := 0; - ScoreGoldenInt:= 0; - ScoreTotalInt := 0; - - ScoreLast := 0; - - LastSentencePerfect := false; - end; -end; - -procedure AddSpecialPath(var PathList: TStringList; const Path: string); -var - I: integer; - PathAbs, OldPathAbs: string; -begin - if (PathList = nil) then - PathList := TStringList.Create; - - if (Path = '') or not ForceDirectories(Path) then - Exit; - - PathAbs := IncludeTrailingPathDelimiter(ExpandFileName(Path)); - - // check if path or a part of the path was already added - for I := 0 to PathList.Count-1 do - begin - OldPathAbs := IncludeTrailingPathDelimiter(ExpandFileName(PathList[I])); - // check if the new directory is a sub-directory of a previously added one. - // This is also true, if both paths point to the same directories. - if (AnsiStartsText(OldPathAbs, PathAbs)) then - begin - // ignore the new path - Exit; - end; - - // check if a previously added directory is a sub-directory of the new one. - if (AnsiStartsText(PathAbs, OldPathAbs)) then - begin - // replace the old with the new one. - PathList[I] := PathAbs; - Exit; - end; - end; - - PathList.Add(PathAbs); -end; - -procedure AddSongPath(const Path: string); -begin - AddSpecialPath(SongPaths, Path); -end; - -procedure AddCoverPath(const Path: string); -begin - AddSpecialPath(CoverPaths, Path); -end; - -(** - * Initialize a path variable - * After setting paths, make sure that paths exist - *) -function FindPath(out PathResult: string; const RequestedPath: string; NeedsWritePermission: boolean): boolean; -begin - Result := false; - - if (RequestedPath = '') then - Exit; - - // Make sure the directory exists - if (not ForceDirectories(RequestedPath)) then - begin - PathResult := ''; - Exit; - end; - - PathResult := IncludeTrailingPathDelimiter(RequestedPath); - - if (NeedsWritePermission) and - (FileIsReadOnly(RequestedPath)) then - begin - Exit; - end; - - Result := true; -end; - -(** - * Function sets all absolute paths e.g. song path and makes sure the directorys exist - *) -procedure InitializePaths; -begin - // Log directory (must be writable) - if (not FindPath(LogPath, Platform.GetLogPath, true)) then - begin - Log.FileOutputEnabled := false; - Log.LogWarn('Log directory "'+ Platform.GetLogPath +'" not available', 'InitializePaths'); - end; - - FindPath(SoundPath, Platform.GetGameSharedPath + 'sounds', false); - FindPath(ThemePath, Platform.GetGameSharedPath + 'themes', false); - FindPath(SkinsPath, Platform.GetGameSharedPath + 'themes', false); - FindPath(LanguagesPath, Platform.GetGameSharedPath + 'languages', false); - FindPath(PluginPath, Platform.GetGameSharedPath + 'plugins', false); - FindPath(VisualsPath, Platform.GetGameSharedPath + 'visuals', false); - FindPath(FontPath, Platform.GetGameSharedPath + 'fonts', false); - FindPath(ResourcesPath, Platform.GetGameSharedPath + 'resources', false); - FindPath(ScriptPath, Platform.GetGameSharedPath + 'scripts', false); - - // Playlists are not shared as we need one directory to write too - FindPath(PlaylistPath, Platform.GetGameUserPath + 'playlists', true); - - // Screenshot directory (must be writable) - if (not FindPath(ScreenshotsPath, Platform.GetGameUserPath + 'screenshots', true)) then - begin - Log.LogWarn('Screenshot directory "'+ Platform.GetGameUserPath +'" not available', 'InitializePaths'); - end; - - // Add song paths - AddSongPath(Params.SongPath); - AddSongPath(Platform.GetGameSharedPath + 'songs'); - AddSongPath(Platform.GetGameUserPath + 'songs'); - - // Add category cover paths - AddCoverPath(Platform.GetGameSharedPath + 'covers'); - AddCoverPath(Platform.GetGameUserPath + 'covers'); -end; - end. |