unit UDraw;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses UThemes,
ModiSDK,
UGraphicClasses;
procedure SingDraw;
procedure SingModiDraw (PlayerInfo: TPlayerInfo);
procedure SingDrawBackground;
procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer);
procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
// TimeBar
procedure SingDrawTimeBar();
//Draw Editor NoteLines
procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
type
TRecR = record
Top: real;
Left: real;
Right: real;
Bottom: real;
Width: real;
WMid: real;
Height: real;
HMid: real;
Mid: real;
end;
var
NotesW: real;
NotesH: real;
Starfr: integer;
StarfrG: integer;
//SingBar
TickOld: cardinal;
TickOld2:cardinal;
const
Przedz = 32;
implementation
uses
OpenGL12,
UGraphic,
SysUtils,
UMusic,
URecord,
ULog,
UScreenSing,
UScreenSingModi,
ULyrics,
UMain,
TextGL,
UTexture,
UDrawTexture,
UIni,
Math,
UDLLManager;
procedure SingDrawBackground;
var
Rec: TRecR;
TexRec: TRecR;
begin
if ScreenSing.Tex_Background.TexNum >= 1 then begin
glClearColor (1, 1, 1, 1);
glColor4f (1, 1, 1, 1);
if (Ini.MovieSize <= 1) then //HalfSize BG
begin
(* half screen + gradient *)
Rec.Top := 110; // 80
Rec.Bottom := Rec.Top + 20;
Rec.Left := 0;
Rec.Right := 800;
TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH;
TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
TexRec.Left := 0;
TexRec.Right := ScreenSing.Tex_Background.TexW;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
(* gradient draw *)
(* top *)
glColor4f(1, 1, 1, 0);
glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
glColor4f(1, 1, 1, 1);
glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
(* mid *)
Rec.Top := Rec.Bottom;
Rec.Bottom := 490 - 20; // 490 - 20
TexRec.Top := TexRec.Bottom;
TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
(* bottom *)
Rec.Top := Rec.Bottom;
Rec.Bottom := 490; // 490
TexRec.Top := TexRec.Bottom;
TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
glColor4f(1, 1, 1, 0);
glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
end
else //Full Size BG
begin
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum);
//glEnable(GL_BLEND);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600);
glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600);
glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0);
glEnd;
glDisable(GL_TEXTURE_2D);
//glDisable(GL_BLEND);
end;
end;
end;
procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
var
SampleIndex: integer;
Sound: TSound;
MaxX, MaxY: real;
begin;
Sound := AudioInputProcessor.Sound[NrSound];
// Log.LogStatus('Oscilloscope', 'SingDraw');
glColor3f(Skin_OscR, Skin_OscG, Skin_OscB);
{if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
glColor3f(1, 1, 1); }
MaxX := W-1;
MaxY := (H-1) / 2;
glBegin(GL_LINE_STRIP);
for SampleIndex := 0 to High(Sound.BufferArray) do
begin
glVertex2f(X + MaxX * SampleIndex/High(Sound.BufferArray),
Y + MaxY * (1 - Sound.BufferArray[SampleIndex]/-Low(Smallint)));
end;
glEnd;
end;
procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
var
Pet: integer;
begin
glEnable(GL_BLEND);
glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4);
glBegin(GL_LINES);
for Pet := 0 to 9 do begin
glVertex2f(Left, Top + Pet * Space);
glVertex2f(Right, Top + Pet * Space);
end;
glEnd;
glDisable(GL_BLEND);
end;
procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer);
var
Pet: integer;
TempR: real;
begin
TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
glEnable(GL_BLEND);
glBegin(GL_LINES);
for Pet := Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote to Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec do begin
if (Pet mod Czesci[NrCzesci].Resolution) = Czesci[NrCzesci].NotesGAP then
glColor4f(0, 0, 0, 1)
else
glColor4f(0, 0, 0, 0.3);
glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top);
glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top + 135);
end;
glEnd;
glDisable(GL_BLEND);
end;
// draw blank Notebars
procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
var
Rec: TRecR;
Pet: integer;
TempR: real;
R,G,B: real;
PlayerNumber: Integer;
GoldenStarPos : real;
lTmpA ,
lTmpB : real;
begin
// We actually don't have a playernumber in this procedure, it should reside in NrCzesci - but it's always set to zero
// So we exploit this behavior a bit - we give NrCzesci the playernumber, keep it in playernumber - and then we set NrCzesci to zero
// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then
// BUT this is not implemented yet, all notes are drawn! :D
PlayerNumber := NrCzesci + 1; // Player 1 is 0
NrCzesci := 0;
// exploit done
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
lTmpA := (Right-Left);
lTmpB := (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
{$IFDEF LAZARUS}
(*
writeln( 'UDRAW (Right-Left) : ' + floattostr( lTmpA ) );
writeln( 'UDRAW : ' + floattostr( lTmpB ) );
writeln( '' );
*)
{$ENDIF}
if ( lTmpA > 0 ) AND
( lTmpB > 0 ) THEN
begin
TempR := lTmpA / lTmpB;
end
else
begin
TempR := 0;
end;
with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
for Pet := 0 to HighNut do begin
with Nuta[Pet] do begin
if not FreeStyle then begin
if Ini.EffectSing = 0 then
// If Golden note Effect of then Change not Color
begin
case Wartosc of
1: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
2: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could
end; // case
end //Else all Notes same Color
else
glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
// Czesci == teil, element == piece, element | koniec == ende, schluss
// lewa czesc - left part
Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
Rec.Bottom := Rec.Top + 2 * NotesH;
glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
//We keep the postion of the top left corner b4 it's overwritten
GoldenStarPos := Rec.Left;
//done
// srodkowa czesc - middle part
Rec.Left := Rec.Right;
Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == l�nge
glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc - right part
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// Golden Star Patch
if (Wartosc = 2) AND (Ini.EffectSing=1) then
begin
GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom);
end;
end; // if not FreeStyle
end; // with
end; // for
end; // with
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
// draw sung notes
procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
var
TempR: real;
Rec: TRecR;
N: integer;
R: real;
G: real;
B: real;
A: real;
NotesH2: real;
begin
// Log.LogStatus('Player notes', 'SingDraw');
// if NrGracza = 0 then LoadColor(R, G, B, 'P1Light')
// else LoadColor(R, G, B, 'P2Light');
// R := 71/255;
// G := 175/255;
// B := 247/255;
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//// if Player[NrGracza].IlNut > 0 then
begin
TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote);
for N := 0 to Player[NrGracza].HighNut do
begin
with Player[NrGracza].Nuta[N] do
begin
// Left part of note
Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
// Draw it in half size, if not hit
if Hit then
begin
NotesH2 := NotesH
end
else
begin
NotesH2 := int(NotesH * 0.65);
end;
Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2;
Rec.Bottom := Rec.Top + 2 *NotesH2;
// draw the left part
glColor3f(1, 1, 1);
glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// Middle part of the note
Rec.Left := Rec.Right;
Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
// (nowe) - dunno
if (Start+Dlugosc-1 = Czas.AktBeatD) then
Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR;
// the left note is more right than the right note itself, sounds weird - so we fix that xD
if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
// draw the middle part
glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glColor3f(1, 1, 1);
// the right part of the note
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// Perfect note is stored
if Perfect and (Ini.EffectSing=1) then
begin
A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc));
if not (Start+Dlugosc-1 = Czas.AktBeatD) then
//Star animation counter
//inc(Starfr);
//Starfr := Starfr mod 128;
GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
end;
end; // with
end; // for
// eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
// singen schon weiter w�ren, als bei Rec.Right, _auch, wenn nicht gesungen wird_
// passing on NrGracza... hope this is really something like the player-number, not only
// some kind of weird index into a colour-table
if (Ini.EffectSing=1) then
GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
end; // if
end;
//draw Note glow
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
var
Rec: TRecR;
Pet: integer;
TempR: real;
R,G,B: real;
X1, X2, X3, X4: real;
W, H: real;
lTmpA ,
lTmpB : real;
begin
if (Player[NrGracza].ScoreTotalI >= 0) then begin
glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 );
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
lTmpA := (Right-Left);
lTmpB := (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
if ( lTmpA > 0 ) AND
( lTmpB > 0 ) THEN
begin
TempR := lTmpA / lTmpB;
end
else
begin
TempR := 0;
end;
with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
for Pet := 0 to HighNut do begin
with Nuta[Pet] do begin
if not FreeStyle then begin
// begin: 14, 20
// easy: 6, 11
W := NotesW * 2 + 2;
H := NotesH * 1.5 + 3.5;
X2 := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
X1 := X2-W;
X3 := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie
X4 := X3+W;
// left
Rec.Left := X1;
Rec.Right := X2;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - H;
Rec.Bottom := Rec.Top + 2 * H;
glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// srodkowa czesc
Rec.Left := X2;
Rec.Right := X3;
glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc
Rec.Left := X3;
Rec.Right := X4;
glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
end; // if not FreeStyle
end; // with
end; // for
end; // with 1
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
end;
procedure SingDraw;
var
Pet: integer;
Pet2: integer;
TempR: real;
Rec: TRecR;
TexRec: TRecR;
NR: TRecR;
FS: real;
BarFrom: integer;
BarAlpha: real;
BarWspol: real;
TempCol: real;
Tekst: string;
PetCz: integer;
begin
// positions
if Ini.SingWindow = 0 then
begin
NR.Left := 120;
end
else
begin
NR.Left := 20;
end;
NR.Right := 780;
NR.Width := NR.Right - NR.Left;
NR.WMid := NR.Width / 2;
NR.Mid := NR.Left + NR.WMid;
// background //BG Fullsize Mod
//SingDrawBackground;
//TimeBar mod
SingDrawTimeBar();
//eoa TimeBar mod
// rysuje paski pod nutami
if PlayersPlay = 1 then
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
if (PlayersPlay = 2) or (PlayersPlay = 4) then
begin
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
end;
if (PlayersPlay = 3) or (PlayersPlay = 6) then begin
SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
end;
// Draw Lyrics
ScreenSing.Lyrics.Draw(Czas.MidBeat);
// todo: Lyrics
{ // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
FS := 1.3;
BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start;
if BarFrom > 40 then BarFrom := 40;
if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
(Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
(Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
Rec.Left := NR.Left + BarWspol *
// (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50);
(ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
Rec.Right := Rec.Left + 50;
Rec.Top := Skin_LyricsT + 3;
Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
{ // zapalanie
BarAlpha := (BarWspol*10) * 0.5;
if BarAlpha > 0.5 then BarAlpha := 0.5;
// gaszenie
if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);}{
//Change fuer Crazy Joker
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 0);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glColor4f(1, 1, 1, 0.5);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glDisable(GL_BLEND);
end; }
// oscilloscope
if Ini.Oscilloscope = 1 then begin
if PlayersPlay = 1 then
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
if PlayersPlay = 2 then begin
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
end;
if ScreenAct = 2 then begin
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
end;
end;
if PlayersPlay = 3 then begin
SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
end;
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
end;
if ScreenAct = 2 then begin
SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
end;
end;
end;
// Set the note heights according to the difficulty level
case Ini.Difficulty of
0:
begin
NotesH := 11; // 9
NotesW := 6; // 5
end;
1:
begin
NotesH := 8; // 7
NotesW := 4; // 4
end;
2:
begin
NotesH := 5;
NotesW := 3;
end;
end;
// Draw the Notes
if PlayersPlay = 1 then begin
SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes
end;
if (PlayersPlay = 2) then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
if PlayersPlay = 3 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
end;
if ScreenAct = 1 then begin
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15);
end;
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
end;
end;
if PlayersPlay = 6 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
end;
if ScreenAct = 1 then begin
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 3, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 4, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 5, 12);
end;
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
end;
end;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
// q'n'd for using the game mode dll's
procedure SingModiDraw (PlayerInfo: TPlayerInfo);
var
Pet: integer;
Pet2: integer;
TempR: real;
Rec: TRecR;
TexRec: TRecR;
NR: TRecR;
FS: real;
BarFrom: integer;
BarAlpha: real;
BarWspol: real;
TempCol: real;
Tekst: string;
PetCz: integer;
begin
// positions
if Ini.SingWindow = 0 then begin
NR.Left := 120;
end else begin
NR.Left := 20;
end;
NR.Right := 780;
NR.Width := NR.Right - NR.Left;
NR.WMid := NR.Width / 2;
NR.Mid := NR.Left + NR.WMid;
// time bar
SingDrawTimeBar();
if DLLMan.Selected.ShowNotes then
begin
if PlayersPlay = 1 then
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
if (PlayersPlay = 2) or (PlayersPlay = 4) then begin
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
end;
if (PlayersPlay = 3) or (PlayersPlay = 6) then begin
SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
end;
end;
// Draw Lyrics
ScreenSingModi.Lyrics.Draw(Czas.MidBeat);
// todo: Lyrics
{ // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
FS := 1.3;
BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start;
if BarFrom > 40 then BarFrom := 40;
if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
(Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
(Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
Rec.Right := Rec.Left + 50;
Rec.Top := Skin_LyricsT + 3;
Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 0);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glColor4f(1, 1, 1, 0.5);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glDisable(GL_BLEND);
end;
}
// oscilloscope | the thing that moves when you yell into your mic (imho)
if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin
if PlayersPlay = 1 then
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
if PlayerInfo.Playerinfo[3].Enabled then
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
end;
end;
if PlayersPlay = 3 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
end;
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[3].Enabled then
SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
if PlayerInfo.Playerinfo[4].Enabled then
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
if PlayerInfo.Playerinfo[5].Enabled then
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
end;
end;
end;
// resize the notes according to the difficulty level
case Ini.Difficulty of
0:
begin
NotesH := 11; // 9
NotesW := 6; // 5
end;
1:
begin
NotesH := 8; // 7
NotesW := 4; // 4
end;
2:
begin
NotesH := 5;
NotesW := 3;
end;
end;
if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then
begin
if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin
SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15);
end;
if (PlayersPlay = 2) then begin
if PlayerInfo.Playerinfo[0].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
end;
if PlayerInfo.Playerinfo[1].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
end;
if PlayersPlay = 3 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
if PlayerInfo.Playerinfo[0].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
end;
if PlayerInfo.Playerinfo[1].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
end;
if PlayerInfo.Playerinfo[2].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
end;
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
end;
end;
if PlayersPlay = 6 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
end;
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
end;
end;
end;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
{//SingBar Mod
procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
var
R: Real;
G: Real;
B: Real;
A: cardinal;
I: Integer;
begin;
//SingBar Background
glColor4f(1, 1, 1, 0.8);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y+H);
glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
glTexCoord2f(1, 0); glVertex2f(X+W, Y);
glEnd;
//SingBar coloured Bar
Case Percent of
0..22: begin
R := 1;
G := 0;
B := 0;
end;
23..42: begin
R := 1;
G := ((Percent-23)/100)*5;
B := 0;
end;
43..57: begin
R := 1;
G := 1;
B := 0;
end;
58..77: begin
R := 1-(Percent - 58)/100*5;
G := 1;
B := 0;
end;
78..99: begin
R := 0;
G := 1;
B := 0;
end;
End; //Case
glColor4f(R, G, B, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum);
//Size= Player[PlayerNum].ScorePercent of W
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y+H);
glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H);
glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y);
glEnd;
//SingBar Front
glColor4f(1, 1, 1, 0.6);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y+H);
glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
glTexCoord2f(1, 0); glVertex2f(X+W, Y);
glEnd;
end;
//end Singbar Mod
//PhrasenBonus - Line Bonus Pop Up
procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
var
Length, X2: Real; //Length of Text
Size: Integer; //Size of Popup
begin
if Alpha <> 0 then
begin
//Set Font Propertys
SetFontStyle(2); //Font: Outlined1
if Age < 5 then SetFontSize(Age + 1) else SetFontSize(6);
SetFontItalic(False);
//Check Font Size
Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^
//Text
SetFontPos (X + 50 - (Length / 2), Y + 12); //Position
if Age < 5 then Size := Age * 10 else Size := 50;
//Draw Background
//glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color
glColor4f(1, 1, 1, Alpha);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//New Method, Not Variable
glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2));
glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2));
glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2));
glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2));
glEnd;
glColor4f(1, 1, 1, Alpha); //Set Color
//Draw Text
glPrint (PChar(Text));
end;
end;
//PhrasenBonus - Line Bonus Mod}
// Draw Note Bars for Editor
//There are 11 Resons for a new Procdedure:
// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor
// 2. You can see the Freestyle Notes in the Editor SemiTransparent
// 3. Its easier and Faster then changing the old Procedure
procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
var
Rec: TRecR;
Pet: integer;
TempR: real;
begin
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
for Pet := 0 to HighNut do begin
with Nuta[Pet] do begin
// Golden Note Patch
case Wartosc of
0: glColor4f(1, 1, 1, 0.35);
1: glColor4f(1, 1, 1, 0.85);
2: glColor4f(1, 1, 0.3, 0.85);
end; // case
// lewa czesc - left part
Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
Rec.Bottom := Rec.Top + 2 * NotesH;
glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// srodkowa czesc - middle part
Rec.Left := Rec.Right;
Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc - right part
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
end; // with
end; // for
end; // with
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
procedure SingDrawTimeBar();
var x,y: real;
width, height: real;
lTmp : real;
begin
x := Theme.Sing.StaticTimeProgress.x;
y := Theme.Sing.StaticTimeProgress.y;
width := Theme.Sing.StaticTimeProgress.w;
height := Theme.Sing.StaticTimeProgress.h;
glColor4f(Theme.Sing.StaticTimeProgress.ColR,
Theme.Sing.StaticTimeProgress.ColG,
Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum);
glBegin(GL_QUADS);
try
glTexCoord2f(0, 0);
glVertex2f(x,y);
if ( Czas.Teraz > 0 ) AND
( Czas.Razem > 0 ) THEN
BEGIN
lTmp := Czas.Teraz/Czas.Razem;
glTexCoord2f((width*Czas.Teraz/Czas.Razem)/8, 0);
glVertex2f(x+width*Czas.Teraz/Czas.Razem, y);
glTexCoord2f((width*Czas.Teraz/Czas.Razem)/8, 1);
glVertex2f(x+width*Czas.Teraz/Czas.Razem, y+height);
END;
glTexCoord2f(0, 1);
glVertex2f(x, y+height);
finally
glEnd;
end;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glcolor4f(1,1,1,1);
end;
end.