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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: TCaptureBuffer;
  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) / (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start);
  glEnable(GL_BLEND);
  glBegin(GL_LINES);
  for Pet := Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start to Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ do begin
    if (Pet mod Lines[NrCzesci].Resolution) = Lines[NrCzesci].NotesGAP then
      glColor4f(0, 0, 0, 1)
    else
      glColor4f(0, 0, 0, 0.3);
    glVertex2f(Left + TempR * (Pet - Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start), Top);
    glVertex2f(Left + TempR * (Pet - Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start), 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 := (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start);

  if ( lTmpA > 0 ) AND
     ( lTmpB > 0 ) THEN
  begin
    TempR := lTmpA / lTmpB;
  end
  else
  begin
    TempR := 0;
  end;

  
  with Lines[NrCzesci].Line[Lines[NrCzesci].Current] do begin
    for Pet := 0 to HighNote do begin
      with Note[Pet] do begin
        if NoteType <> ntFreestyle then begin


          if Ini.EffectSing = 0 then
          // If Golden note Effect of then Change not Color
          begin
            case NoteType of
              ntNormal: glColor4f(1, 1, 1, 1);   // We set alpha to 1, cause we can control the transparency through the png itself
              ntGolden: 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 == end / ending
          // lewa czesc  -  left part
          Rec.Left := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX;
          Rec.Right := Rec.Left + NotesW;
          Rec.Top := Top - (Tone-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+Length-Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX;    // Dlugosc == length

        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 (NoteType = ntGolden) 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 / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].Note[0].Start);
        for N := 0 to Player[NrGracza].HighNote do
          begin
            with Player[NrGracza].Note[N] do
              begin
                // Left part of note
                Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].Note[0].Start) * 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 - (Tone-Lines[0].Line[Lines[0].Current].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+Length-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR - NotesW - 0.5  + 10*ScreenX;

               // (nowe) - dunno
               if (Start+Length-1 = LineState.CurrentBeatD) then
                 Rec.Right := Rec.Right - (1-Frac(LineState.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*(LineState.CurrentTime - GetTimeFromBeat(Start+Length));
                  if not (Start+Length-1 = LineState.CurrentBeatD) 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_
    // English Translation:
    // actually we need a compare here, to determine if the singing process is ahead Rec.Right
    // even if there is no singing


    // 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 := (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start);


  if ( lTmpA > 0 ) AND
     ( lTmpB > 0 ) THEN
  begin
    TempR := lTmpA / lTmpB;
  end
  else
  begin
    TempR := 0;
  end;

  with Lines[NrCzesci].Line[Lines[NrCzesci].Current] do begin
    for Pet := 0 to HighNote do begin
      with Note[Pet] do begin
        if NoteType <> ntFreestyle then begin
          // begin: 14, 20
          // easy: 6, 11
          W := NotesW * 2 + 2;
          H := NotesH * 1.5 + 3.5;

          X2 := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
          X1 := X2-W;

          X3 := (Start+Length-Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie
          X4 := X3+W;

          // left
          Rec.Left := X1;
          Rec.Right := X2;
          Rec.Top := Top - (Tone-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) and (Ini.NoteLines = 1) then
    SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
    
  if ((PlayersPlay = 2) or (PlayersPlay = 4)) and (Ini.NoteLines = 1) 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)) and (Ini.NoteLines = 1) 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(LineState.MidBeat);

  // todo: Lyrics
(*  // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
  FS := 1.3;
  BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start;
  if BarFrom > 40 then BarFrom := 40;
  if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and  // dluga przerwa //16->12 for more help bars and then 12->8 for even more
    (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and                     // przed tekstem
    (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin            // ale nie za wczesnie
    BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom;
    Rec.Left := NR.Left + BarWspol *
//      (NR.WMid - Lines[0].Line[Lines[0].Current].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(LineState.MidBeat);

    // todo: Lyrics
{    // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
    FS := 1.3;
    BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start;
    if BarFrom > 40 then BarFrom := 40;
    if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and  // dluga przerwa //16->12 for more help bars and then 12->8 for even more
       (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and                     // przed tekstem
       (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin            // ale nie za wczesnie
         BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].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:   (nice binary :D )
// 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) / (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start);
  with Lines[NrCzesci].Line[Lines[NrCzesci].Current] do begin
    for Pet := 0 to HighNote do begin
      with Note[Pet] do begin

          // Golden Note Patch
          case NoteType of
            ntFreestyle: glColor4f(1, 1, 1, 0.35);
            ntNormal: glColor4f(1, 1, 1, 0.85);
            ntGolden: Glcolor4f(1, 1, 0.3, 0.85);
          end; // case



          // lewa czesc  -  left part
          Rec.Left := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX;
          Rec.Right := Rec.Left + NotesW;
          Rec.Top := Top - (Tone-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+Length-Lines[NrCzesci].Line[Lines[NrCzesci].Current].Note[0].Start) * 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 ( LineState.CurrentTime > 0 ) AND
       ( LineState.TotalTime > 0 ) THEN
    BEGIN
      lTmp := LineState.CurrentTime/LineState.TotalTime;
      glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 0);
      glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, y);

      glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 1);
      glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, 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.