unit UDraw;
interface
uses UThemes, ModiSDK, UGraphicClasses;
type
TRecR = record
Top: real;
Left: real;
Right: real;
Bottom: real;
Width: real;
WMid: real;
Height: real;
HMid: real;
Mid: real;
end;
procedure SingDraw;
procedure SingDrawLyricHelper(CP: integer; NR: TRecR);
procedure SingDrawNotes(NR: TRecR);
procedure SingDrawNotesDuet(NR: TRecR);
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; CP, NrGracza: integer; Space: integer);
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
// TimeBar mod
procedure SingDrawTimeBar();
// eoa TimeBar mod
{ for no use since we have UGraphicClasses
procedure SingDrawStar(X, Y, A: real);
procedure SingGoldenStar(X, Y, A: real);
}
// The Singbar
procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
//Phrasen Bonus - Line Bonus
procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
//Draw Editor NoteLines
procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
//Draw Volume Bar
procedure DrawVolumeBar(x, y, w, h: Real; Volume: Integer);
var
NotesW: real;
NotesH: real;
Starfr: integer;
StarfrG: integer;
//SingBar Mod
TickOld: cardinal;
TickOld2:cardinal;
//end Singbar Mod
const
Przedz = 32;
implementation
uses
Windows,
gl,
UGraphic,
SysUtils,
UMusic,
URecord,
ULog,
UScreenSing,
UScreenSingModi,
ULyrics,
UMain,
TextGL,
UTexture,
UDrawTexture,
UIni,
USongs,
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
Pet: integer;
begin;
// Log.LogStatus('Oscilloscope', 'SingDraw');
glColor3f(Skin_OscR, Skin_OscG, Skin_OscB);
{if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
glColor3f(1, 1, 1); }
glBegin(GL_LINE_STRIP);
glVertex2f(X, -Sound[NrSound].BufferArray[1] / $10000 * H + Y + H/2);
for Pet := 2 to Sound[NrSound].n div 1 do begin
glVertex2f(X + (Pet-1) * W / (Sound[NrSound].n - 1),
-Sound[NrSound].BufferArray[Pet] / $10000 * H + Y + H/2);
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;
CP: integer;
end_: integer;
st: integer;
begin
CP := NrCzesci;
if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
begin
CP := (CP+1) mod 2;
st := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote;
end_ := Czesci[CP].Czesc[Czesci[CP].Akt].Koniec;
end else
begin
st := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote;
end_ := Czesci[CP].Czesc[Czesci[CP].Akt].Koniec;
if AktSong.isDuet and (Length(Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Nuta)>0)then
begin
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec > end_) then
end_ := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec;
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote < st) then
st := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote;
end;
end;
TempR := (Right-Left) / (end_ - st);
glEnable(GL_BLEND);
glBegin(GL_LINES);
for Pet := st to end_ do
begin
if (Pet mod Czesci[CP].Resolution) = Czesci[CP].NotesGAP then
glColor4f(0, 0, 0, 1)
else
glColor4f(0, 0, 0, 0.3);
glVertex2f(Left + TempR * (Pet - st), Top);
glVertex2f(Left + TempR * (Pet - st), 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;
GoldenStarPos : real;
CP: integer;
end_: integer;
st: integer;
begin
CP := NrCzesci;
if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
Exit
else
begin
st := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote;
end_ := Czesci[CP].Czesc[Czesci[CP].Akt].Koniec;
if AktSong.isDuet and (Length(Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Nuta)>0)then
begin
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec > end_) then
end_ := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec;
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote < st) then
st := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote;
end;
end;
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TempR := (Right-Left) / (end_ - st);
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, 0.85);
2: glColor4f(1, 1, 0.3, 0.85); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85);
end; // case
end //Else all Notes same Color
else
glColor4f(1, 1, 1, 0.85);
// lewa czesc - left part
Rec.Left := (Start-st) * 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;
//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-st) * 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;
// 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; CP, NrGracza: integer; Space: integer);
var
TempR: real;
Rec: TRecR;
N: integer;
NotesH2: real;
end_: integer;
st: integer;
begin
if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
Exit
else
begin
st := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote;
end_ := Czesci[CP].Czesc[Czesci[CP].Akt].Koniec;
if AktSong.isDuet and (Length(Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Nuta)>0)then
begin
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec > end_) then
end_ := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec;
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote < st) then
st := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote;
end;
end;
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 / (end_ - st);
for N := 0 to Player[NrGracza].HighNut do
begin
with Player[NrGracza].Nuta[N] do
begin
// lewa czesc
Rec.Left := X + (Start-st) * TempR + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
// Half size Notes Patch
if Hit then
begin
NotesH2 := NotesH
end else
begin
NotesH2 := int(NotesH * 0.65);
end; //if
// if True then
Rec.Top := Y - (Ton-Czesci[CP].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2;
Rec.Bottom := Rec.Top + 2 *NotesH2;
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;
// srodkowa czesc
Rec.Left := Rec.Right;
Rec.Right := X + (Start+Dlugosc-st) * TempR - NotesW - 0.5 + 10*ScreenX;
// (nowe)
if (Start+Dlugosc-1 = Czas.AktBeatD) then
Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR;
if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
// glColor3f(R, G, B);
// glBindTexture(GL_TEXTURE_2D, Tex_MidGray.TexNum);
glBindTexture(GL_TEXTURE_2D, Tex_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;
glColor3f(1, 1, 1);
// prawa czesc
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;
//Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
//if (Start+Dlugosc-1 = Czas.AktBeatD) then
if Perfect and (Ini.EffectSing=1) then begin
// A := sqrt((1+sin(Music.Position * 3))/2);
//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);
{ SingDrawStar(Rec.Left+2, Rec.Top+4, A);}
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;
X1, X2, X3, X4: real;
W, H: real;
CP: integer;
end_: integer;
st: integer;
begin
if (Player[NrGracza].ScoreTotalI >= 0) then
begin
CP := NrCzesci;
if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
begin
CP := (CP+1) mod 2;
st := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote;
end_ := Czesci[CP].Czesc[Czesci[CP].Akt].Koniec;
end else
begin
st := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote;
end_ := Czesci[CP].Czesc[Czesci[CP].Akt].Koniec;
if AktSong.isDuet and (Length(Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Nuta)>0)then
begin
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec > end_) then
end_ := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec;
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote < st) then
st := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote;
end;
end;
glColor4f(1, 1, 1, sqrt((1+sin(Music.Position * 3))/4)/ 2 + 0.5 );
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TempR := (Right-Left) / (end_ - st);
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-st) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
X1 := X2-W;
X3 := (Start+Dlugosc-st) * 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
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
end;
procedure SingDrawLyricHelper(CP: integer; NR: TRecR);
var
BarFrom: integer;
BarWspol: real;
Rec: TRecR;
begin
if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
Exit;
//TODO: apply duet special... ?
BarFrom := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote - Czesci[CP].Czesc[Czesci[CP].Akt].Start;
if BarFrom > 40 then
BarFrom := 40;
if (Czesci[CP].Czesc[Czesci[CP].Akt].StartNote - Czesci[CP].Czesc[Czesci[CP].Akt].Start > 8) and //16->12 for more help bars and then 12->8 for even more
(Czesci[CP].Czesc[Czesci[CP].Akt].StartNote - Czas.MidBeat > 0) and
(Czesci[CP].Czesc[Czesci[CP].Akt].StartNote - Czas.MidBeat < 40) then
begin // ale nie za wczesnie
BarWspol := (Czas.MidBeat - (Czesci[CP].Czesc[Czesci[CP].Akt].StartNote - BarFrom)) / BarFrom;
Rec.Left := NR.Left + BarWspol*(ScreenSing.LyricMain[CP].ClientX - NR.Left - 50) + 10*ScreenX;
Rec.Right := Rec.Left + 50;
Rec.Top := Skin_LyricsT + 3;
if AktSong.isDuet and (CP=1) then
Rec.Top := Skin_LyricsT + 3
else if AktSong.isDuet and (CP=0) then
Rec.Top := 5+3;
Rec.Bottom := Rec.Top + 33;
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;
end;
procedure SingDraw();
var
Pet: integer;
Pet2: integer;
TempR: real;
Rec: TRecR;
TexRec: TRecR;
NR: TRecR;
//FS: real;
BarAlpha: real;
TempCol: real;
Tekst: string;
LyricTemp: string;
PetCz: integer;
//SingBar Mod
A: Cardinal;
E: Integer;
I: Integer;
//end Singbar Mod
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;
// rysuje tekst - new Lyric engine
ScreenSing.LyricMain[0].Draw;
ScreenSing.LyricSub[0].Draw;
SingDrawLyricHelper(0, NR);
if (AktSong.isDuet) then
begin
ScreenSing.LyricMain[1].Draw;
ScreenSing.LyricSub[1].Draw;
SingDrawLyricHelper(1, NR);
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
//SingBar Mod
//modded again to make it moveable: it's working, so why try harder
else if Ini.Oscilloscope = 2 then
begin
A := GetTickCount div 33;
if A <> Tickold then
begin
Tickold := A;
for E := 0 to (PlayersPlay - 1) do
begin //Set new Pos + Alpha
I := Player[E].ScorePercentTarget - Player[E].ScorePercent;
if I > 0 then Inc(Player[E].ScorePercent)
else if I < 0 then Dec(Player[E].ScorePercent);
end; //for
end; //if
if PlayersPlay = 1 then
begin
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
end;
if PlayersPlay = 2 then
begin
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
//SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if PlayersPlay = 3 then
begin
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
//SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
//SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if PlayersPlay = 4 then
begin
if ScreenAct = 1 then
begin
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
//SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if ScreenAct = 2 then
begin
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
//SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
end;
end;
if PlayersPlay = 6 then
begin
if ScreenAct = 1 then
begin
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
//SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
//SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if ScreenAct = 2 then
begin
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
//SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent);
//SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
end;
end;
end;
//end Singbar Mod
//PhrasenBonus - Line Bonus Mod
if Ini.LineBonus > 0 then
begin
A := GetTickCount div 33;
if (A <> Tickold2) {AND (Player[0].LineBonus_Visible)} then
begin
Tickold2 := A;
for E := 0 to (PlayersPlay - 1) do
begin
//Change Alpha
Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
if Player[E].LineBonus_Alpha <= 0 then
begin
Player[E].LineBonus_Age := 0;
Player[E].LineBonus_Visible := False
end else
begin
inc(Player[E].LineBonus_Age, 1);
//Change Position
if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
end;
end;
end; //if
if PlayersPlay = 1 then
begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
end else if PlayersPlay = 2 then
begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end else if PlayersPlay = 3 then
begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end else if PlayersPlay = 4 then
begin
if ScreenAct = 1 then
begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end;
if ScreenAct = 2 then
begin
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
end;
end;
if PlayersPlay = 6 then
begin
if ScreenAct = 1 then
begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end;
if ScreenAct = 2 then
begin
SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text, Player[4].LineBonus_Age);
SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text, Player[5].LineBonus_Age);
end;
end;
end;
//PhrasenBonus - Line Bonus Mod End
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 AktSong.isDuet then
SingDrawNotesDuet(NR)
else
SingDrawNotes(NR);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
procedure SingDrawNotes(NR: TRecR);
begin
if PlayersPlay = 1 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, 0, 15);
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, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 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, 0, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 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;
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, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 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, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 4, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 5, 12);
end;
end;
end;
procedure SingDrawNotesDuet(NR: TRecR);
begin
if PlayersPlay = 1 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, 0, 15);
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, 1, 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, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 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, 1, 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, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 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, 1, 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, 1, 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, 1, 15);
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 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, 1, 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, 1, 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, 1, 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, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 4, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 5, 12);
end;
end;
end;
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;
LyricTemp: string;
PetCz: integer;
//SingBar Mod
A: Cardinal;
E: Integer;
I: Integer;
//end Singbar Mod
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;
// time bar
// Log.LogStatus('Time Bar', 'SingDraw');
SingDrawTimeBar();
if DLLMan.Selected.ShowNotes then
begin
// 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;
end;
// rysuje tekst - new Lyric engine
ScreenSingModi.LyricMain[0].Draw;
ScreenSingModi.LyricSub[0].Draw;
// 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);
(ScreenSingModi.LyricMain[0].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) 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
//SingBar Mod
// was f�rn sinn hattn der quark hier?
else if ((Ini.Oscilloscope = 2) AND (DLLMan.Selected.ShowRateBar_O)) OR (DLLMan.Selected.ShowRateBar) then begin
A := GetTickCount div 33;
if A <> Tickold then begin
Tickold := A;
for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha
I := Player[E].ScorePercentTarget - Player[E].ScorePercent;
if I > 0 then Inc(Player[E].ScorePercent)
else if I < 0 then Dec(Player[E].ScorePercent);
end; //for
end; //if
if PlayersPlay = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
end;
if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
//SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if PlayersPlay = 3 then begin
if PlayerInfo.Playerinfo[0].Enabled then
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
//SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
//SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
//SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[2].Enabled then
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
if PlayerInfo.Playerinfo[3].Enabled then
//SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
end;
end;
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
//SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
//SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[3].Enabled then
//SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
if PlayerInfo.Playerinfo[4].Enabled then
//SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
if PlayerInfo.Playerinfo[5].Enabled then
//SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
end;
end;
end;
//end Singbar Mod
//PhrasenBonus - Line Bonus Mod
if ((Ini.LineBonus > 0) AND (DLLMan.Selected.EnLineBonus_O)) OR (DLLMan.Selected.EnLineBonus) then
begin
A := GetTickCount div 33;
if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin
Tickold2 := A;
for E := 0 to (PlayersPlay - 1) do begin
//Change Alpha
Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
if Player[E].LineBonus_Alpha <= 0 then
begin
Player[E].LineBonus_Age := 0;
Player[E].LineBonus_Visible := False
end else
begin
inc(Player[E].LineBonus_Age, 1);
//Change Position
if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
end;
end;
end; //if
if PlayersPlay = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
end
else if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end
else if PlayersPlay = 3 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end
else if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
if PlayerInfo.Playerinfo[3].Enabled then
SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
end;
end;
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[3].Enabled then
SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
if PlayerInfo.Playerinfo[4].Enabled then
SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text, Player[4].LineBonus_Age);
if PlayerInfo.Playerinfo[5].Enabled then
SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text, Player[5].LineBonus_Age);
end;
end;
end;
//PhrasenBonus - Line Bonus Mod End
// rysuje paski
// Log.LogStatus('Original notes', 'SingDraw');
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, 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, 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, 0, 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, 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, 0, 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, 0, 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, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 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, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 4, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 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;
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
R := 1;
G := 0;
B := 0;
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 Mod
procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
var
Length: 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
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.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;
CP: integer;
end_: integer;
st: integer;
begin
CP := NrCzesci;
if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
Exit
else
begin
st := Czesci[CP].Czesc[Czesci[CP].Akt].StartNote;
end_ := Czesci[CP].Czesc[Czesci[CP].Akt].Koniec;
if AktSong.isDuet and (Length(Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Nuta)>0)then
begin
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec > end_) then
end_ := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].Koniec;
if (Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote < st) then
st := Czesci[(CP+1) mod 2].Czesc[Czesci[CP].Akt].StartNote;
end;
end;
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TempR := (Right-Left) / (end_ - st);
with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do
begin
for Pet := 0 to HighNut do begin
with Nuta[Pet] do begin
// Golden Note Patch
if isMedley or isStartPreview then
begin
case Wartosc of
0: glColor4f(0, 1, 1, 0.45);
1: glColor4f(0, 1, 1, 0.85);
2: glColor4f(0, 1, 0.3, 0.85);
end; // case
end else
begin
case Wartosc of
0: glColor4f(0.8, 0.8, 0.8, 0.5); //freestyle
1: glColor4f(0.8, 0.8, 0.8, 0.9); //normal
2: glColor4f(1, 1, 0.3, 0.85); //golden (green)
end; // case
end;
// lewa czesc - left part
Rec.Left := (Start-st) * 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-st) * 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;
CurTime, TotalTime: real;
progress: real;
begin
x := Theme.Sing.StaticTimeProgress.x;
y := Theme.Sing.StaticTimeProgress.y;
width:= Theme.Sing.StaticTimeProgress.w;
height:= Theme.Sing.StaticTimeProgress.h;
if (ScreenSong.Mode = smMedley) then
begin
CurTime := Czas.Teraz - ScreenSing.MedleyStart;
TotalTime := ScreenSing.MedleyEnd - ScreenSing.MedleyStart;
end else if ScreenSong.PartyMedley then
begin
CurTime := Czas.Teraz - ScreenSingModi.MedleyStart;
TotalTime := ScreenSingModi.MedleyEnd - ScreenSingModi.MedleyStart;
end else
begin
CurTime := Czas.Teraz - AktSong.Start;
TotalTime := Czas.Razem - AktSong.Start;
end;
progress := CurTime/TotalTime;
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);
glTexCoord2f(0, 0); glVertex2f(x,y);
glTexCoord2f(0, 1); glVertex2f(x+width*progress, y);
glTexCoord2f(1, 1); glVertex2f(x+width*progress, y+height);
glTexCoord2f(1, 0); glVertex2f(x, y+height);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glcolor4f(1,1,1,1);
end;
procedure DrawVolumeBar(x, y, w, h: Real; Volume: Integer);
const
step = 5;
var
I: integer;
num: integer;
begin
num := round(100/step);
for I := 1 to num do
begin
if (I<=round(Volume/step)) then
begin
glColor4f(0.0, 0.8, 0.0, 0.8);
glEnable(GL_BLEND);
glbegin(gl_quads);
glVertex2f(x+(I-1)*(w/num), y);
glVertex2f(x+(I-1)*(w/num), y+h);
glVertex2f(x+(I)*(w/num)-2, y+h);
glVertex2f(x+(I)*(w/num)-2, y);
glEnd;
glDisable(GL_BLEND);
end else
begin
glColor4f(0.7, 0.7, 0.7, 0.6);
glEnable(GL_BLEND);
glbegin(gl_quads);
glVertex2f(x+(I-1)*(w/num), y);
glVertex2f(x+(I-1)*(w/num), y+h);
glVertex2f(x+(I)*(w/num)-2, y+h);
glVertex2f(x+(I)*(w/num)-2, y);
glEnd;
glDisable(GL_BLEND);
end;
end;
{
//print Text
str := IntToStr(MP3Volume)+ '%';
glColor4f(1, 1, 1, 1);
h := 8;
SetFontStyle(1);
SetFontItalic(false);
SetFontSize(h);
w := glTextWidth(PChar(str));
SetFontPos (x+2, y+2);
txt := Addr(str[1]);
glPrint(txt); }
end;
end.