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+{* 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 UMenuEqualizer;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UMusic,
+ UThemes;
+
+type
+ //----------------
+ //Tms_Equalizer
+ //Class displaying an equalizer (Songscreen)
+ //----------------
+ Tms_Equalizer = class(TObject)
+ private
+ FFTData: TFFTData; // moved here to avoid stack overflows
+ BandData: array of byte;
+ RefreshTime: cardinal;
+
+ Source: IAudioPlayback;
+
+ procedure Analyse;
+ public
+ X: integer;
+ Y: integer;
+ Z: real;
+
+ W: integer;
+ H: integer;
+ Space: integer;
+
+ Visible: boolean;
+ Alpha: real;
+ Color: TRGB;
+
+ Direction: boolean;
+ BandLength: integer;
+
+ Reflection: boolean;
+ Reflectionspacing: real;
+
+
+ constructor Create(Source: IAudioPlayback; mySkin: TThemeEqualizer);
+
+ procedure Draw;
+ procedure SetBands(Value: byte);
+ function GetBands: byte;
+ property Bands: byte read GetBands write SetBands;
+ procedure SetSource(newSource: IAudioPlayback);
+ end;
+
+implementation
+uses
+ math,
+ SDL,
+ gl,
+ glext;
+
+constructor Tms_Equalizer.Create(Source: IAudioPlayback; mySkin: TThemeEqualizer);
+var
+ I: integer;
+begin
+ if (Source <> nil) then
+ begin
+ X := mySkin.X;
+ Y := mySkin.Y;
+ W := mySkin.W;
+ H := mySkin.H;
+ Z := mySkin.Z;
+
+ Space := mySkin.Space;
+
+ Visible := mySkin.Visible;
+ Alpha := mySkin.Alpha;
+ Color.R := mySkin.ColR;
+ Color.G := mySkin.ColG;
+ Color.B := mySkin.ColB;
+
+ Direction := mySkin.Direction;
+ Bands := mySkin.Bands;
+ BandLength := mySkin.Length;
+
+ Reflection := mySkin.Reflection;
+ Reflectionspacing := mySkin.Reflectionspacing;
+
+ Self.Source := Source;
+
+
+ //Check if Visible
+ if (Bands <= 0) or
+ (BandLength <= 0) or
+ (W <= 0) or
+ (H <= 0) or
+ (Alpha <= 0) then
+ Visible := false;
+
+ //ClearArray
+ for I := low(BandData) to high(BandData) do
+ BandData[I] := 3;
+ end
+ else
+ Visible := false;
+end;
+
+//--------
+// evaluate FFT-Data
+//--------
+procedure Tms_Equalizer.Analyse;
+var
+ I: integer;
+ ChansPerBand: byte; // channels per band
+ MaxChannel: integer;
+ Pos: real;
+ CurBand: integer;
+begin
+ Source.GetFFTData(FFTData);
+
+ Pos := 0;
+ // use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz
+ ChansPerBand := ceil(92 / Bands); // How much channels are used for one Band
+ MaxChannel := ChansPerBand * Bands - 1;
+
+ // Change Lengths
+ for i := 0 to MaxChannel do
+ begin
+ // Gain higher freq. data so that the bars are visible
+ if i > 35 then
+ FFTData[i] := FFTData[i] * 8
+ else if i > 11 then
+ FFTData[i] := FFTData[i] * 4.5
+ else
+ FFTData[i] := FFTData[i] * 1.1;
+
+ // clamp data
+ if (FFTData[i] > 1) then
+ FFTData[i] := 1;
+
+ // Get max. pos
+ if (FFTData[i] * BandLength > Pos) then
+ Pos := FFTData[i] * BandLength;
+
+ // Check if this is the last channel in the band
+ if ((i+1) mod ChansPerBand = 0) then
+ begin
+ CurBand := i div ChansPerBand;
+
+ // Smooth delay if new equalizer is lower than the old one
+ if ((BandData[CurBand] > Pos) and (BandData[CurBand] > 1)) then
+ BandData[CurBand] := BandData[CurBand] - 1
+ else
+ BandData[CurBand] := Round(Pos);
+
+ Pos := 0;
+ end;
+ end;
+end;
+
+//--------
+// Draw SpectrumAnalyser, Call Analyse
+//--------
+procedure Tms_Equalizer.Draw;
+var
+ CurTime: cardinal;
+ PosX, PosY: real;
+ I, J: integer;
+ Diff: real;
+
+ function GetAlpha(Diff: single): single;
+ begin
+ if Direction then
+ Result := (Alpha * 0.6) * (0.5 - Diff/(BandLength * (H + Space)))
+ else
+ Result := (Alpha * 0.6) * (0.5 - Diff/(Bands * (H + Space)));
+ end;
+
+begin
+ if (Visible) and not (AudioPlayback.Finished) then
+ begin
+ //Call Analyse if necessary
+ CurTime := SDL_GetTicks();
+ if (CurTime > RefreshTime) then
+ begin
+ Analyse;
+
+ RefreshTime := CurTime + 44;
+ end;
+
+ //Draw Equalizer Bands
+ // Setup OpenGL
+ glColorRGB(Color, Alpha);
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ // Set position of the first equalizer bar
+ PosY := Y;
+ PosX := X;
+
+ // Draw bars for each band
+ for I := 0 to High(BandData) do
+ begin
+ // Reset to lower or left position depending on the drawing-direction
+ if Direction then // Vertical bars
+ // FIXME: Is Y the upper or lower coordinate?
+ PosY := Y //+ (H + Space) * BandLength
+ else // Horizontal bars
+ PosX := X;
+
+ // Draw the bar as a stack of blocks
+ for J := 1 to BandData[I] do
+ begin
+ // Draw block
+ glBegin(GL_QUADS);
+ glVertex3f(PosX, PosY, Z);
+ glVertex3f(PosX, PosY+H, Z);
+ glVertex3f(PosX+W, PosY+H, Z);
+ glVertex3f(PosX+W, PosY, Z);
+ glEnd;
+
+ if (Reflection) and (J <= BandLength div 2) then
+ begin
+ Diff := (Y-PosY) + H;
+
+ //Draw Reflection
+ if Direction then
+ begin
+ glBegin(GL_QUADS);
+ glColorRGB(Color, GetAlpha(Diff));
+ glVertex3f(PosX, Diff + Y + ReflectionSpacing, Z);
+
+ //bottom v
+ glColorRGB(Color, GetAlpha(Diff + H));
+ glVertex3f(PosX, Diff + Y+H + ReflectionSpacing, Z);
+ glVertex3f(PosX+W, Diff + Y+H + ReflectionSpacing, Z);
+
+ glColorRGB(Color, GetAlpha(Diff));
+ glVertex3f(PosX+W, Diff + Y + ReflectionSpacing, Z);
+ glEnd;
+ end
+ else
+ begin
+ glBegin(GL_QUADS);
+ glColorRGB(Color, GetAlpha(Diff));
+ glVertex3f(PosX, Diff + Y + (H + Space)*Bands + ReflectionSpacing, Z);
+ glVertex3f(PosX, Diff + Y+H + (H + Space)*Bands + ReflectionSpacing, Z);
+ glVertex3f(PosX+W, Diff + Y+H + (H + Space)*Bands + ReflectionSpacing, Z);
+ glVertex3f(PosX+W, Diff + Y + (H + Space)*Bands + ReflectionSpacing, Z);
+ glColorRGB(Color, GetAlpha(Diff + H));
+ glEnd;
+ end;
+
+ glColorRGB(Color, Alpha);
+ end;
+
+
+ // Calc position of the bar's next block
+ if Direction then // Vertical bars
+ PosY := PosY - H - Space
+ else // Horizontal bars
+ PosX := PosX + W + Space;
+ end;
+
+ // Calc position of the next bar
+ if Direction then // Vertical bars
+ PosX := PosX + W + Space
+ else // Horizontal bars
+ PosY := PosY + H + Space;
+ end;
+
+
+ end;
+end;
+
+procedure Tms_Equalizer.SetBands(Value: byte);
+begin
+ SetLength(BandData, Value);
+end;
+
+function Tms_Equalizer.GetBands: byte;
+begin
+ Result := Length(BandData);
+end;
+
+procedure Tms_Equalizer.SetSource(newSource: IAudioPlayback);
+begin
+ if (newSource <> nil) then
+ Source := newSource;
+end;
+
+end. \ No newline at end of file