aboutsummaryrefslogtreecommitdiffstats
path: root/src/menu/UMenuEqualizer.pas
blob: e36231c6d662f8ead74a61bddf253b1605a6d376 (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
{* 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.