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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(Alpha: TAlpha);
procedure SingDrawLyricHelper(CP: integer; NR: TRecR);
procedure SingDrawNotes(P4Mode: boolean; NR: TRecR; Alpha: TAlpha);
procedure SingDrawNotesDuet(P4Mode: boolean; NR: TRecR; Alpha: TAlpha);
procedure SingModiDraw(PlayerInfo: TPlayerInfo; Alpha: TAlpha);
procedure SingDrawBackground;
procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer; Alpha: real);
procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer);

procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer; Alpha: real);
procedure SingDrawPlayerCzesc(X, Y, W: real; CP, NrGracza: integer; Space: integer; Alpha: real);
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer; Alpha: real);

// 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; P: 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
  ShowNotes:  integer;  //0=show all; 1=don't show notes+rating; 2=don't show notes, rating, score+score bar;
                        //3=also lyrics; 4=hide all



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; Alpha: real);
var
  Pet:    integer;
begin
  if (ShowNotes>0) then
    Exit;

  glEnable(GL_BLEND);
  glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4*Alpha);
  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
  if (ShowNotes>0) then
    Exit;

  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; Alpha: real);
var
  Rec:      TRecR;
  Pet:      integer;
  TempR:    real;

  GoldenStarPos : real;
  CP:       integer;
  end_:     integer;
  st:       integer;
  nW:       real;
begin
  if (ShowNotes>0) then
    Exit;

  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;
  end;

  glColor4f(1, 1, 1, Alpha);
  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
        nW := NotesW;
        if (1+2*NotesW >Dlugosc * TempR ) then
          nW := (Dlugosc*TempR-1)/2;

        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*Alpha);
              2: glColor4f(1, 1, 0.3, 0.85*Alpha); // 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*Alpha);

          // lewa czesc  -  left part
          Rec.Left := (Start-st) * TempR + Left + 0.5 {+ 10*ScreenX};
          Rec.Right := Rec.Left + nW;
          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, Tex_Left[Color].TexH); glVertex2f(Rec.Left,  Rec.Bottom);
            glTexCoord2f(Tex_Left[Color].TexW, Tex_Left[Color].TexH); glVertex2f(Rec.Right, Rec.Bottom);
            glTexCoord2f(Tex_Left[Color].TexW, 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 - nW - 0.5 {+ 10*ScreenX};

          if (nW=NotesW) then
          begin
            glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
            glBegin(GL_QUADS);
              glTexCoord2f(0, 0); glVertex2f(Rec.Left,  Rec.Top);
              glTexCoord2f(0, Tex_Mid[Color].TexH); glVertex2f(Rec.Left,  Rec.Bottom);
              glTexCoord2f(Tex_Mid[Color].TexW, Tex_Mid[Color].TexH); glVertex2f(Rec.Right, Rec.Bottom);
              glTexCoord2f(Tex_Mid[Color].TexW, 0); glVertex2f(Rec.Right, Rec.Top);
            glEnd;
          end;
          
          // prawa czesc  -  right part
          Rec.Left := Rec.Right;
          Rec.Right := Rec.Right + nW;

          glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
          glBegin(GL_QUADS);
            glTexCoord2f(0, 0); glVertex2f(Rec.Left,  Rec.Top);
            glTexCoord2f(0, Tex_Right[Color].TexH); glVertex2f(Rec.Left,  Rec.Bottom);
            glTexCoord2f(Tex_Right[Color].TexW, Tex_Right[Color].TexH); glVertex2f(Rec.Right, Rec.Bottom);
            glTexCoord2f(Tex_Right[Color].TexW, 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, NrCzesci);
          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; Alpha: real);
var
  TempR:    real;
  Rec:      TRecR;
  N:        integer;
  NotesH2:  real;
  end_:     integer;
  st:       integer;
  nW:       real;
begin
  if (ShowNotes>0) then
    Exit;

  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;
  end;

  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
        nW := NotesW;
        if ( 1 + 2*NotesW >Dlugosc * TempR ) then
          nW := (Dlugosc*TempR-1)/2;

        // lewa czesc
        Rec.Left := X + (Start-st) * TempR + 0.5 {+ 10*ScreenX};
        Rec.Right := Rec.Left + nW;

        // Half size Notes Patch
        if Hit then
        begin
          NotesH2 := NotesH
        end else
        begin
          NotesH2 := int(NotesH * 0.65);
        end;

        Rec.Top    := Y - (Ton-Czesci[CP].Czesc[Czesci[CP].Akt].BaseNote)*Space/2 - NotesH2;
        Rec.Bottom := Rec.Top + 2 *NotesH2;

        glColor4f(1, 1, 1, Alpha);
        glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
        glBegin(GL_QUADS);
          glTexCoord2f(0, 0); glVertex2f(Rec.Left,  Rec.Top);
          glTexCoord2f(0, Tex_Left[NrGracza+1].TexH); glVertex2f(Rec.Left,  Rec.Bottom);
          glTexCoord2f(Tex_Left[NrGracza+1].TexW, Tex_Left[NrGracza+1].TexH); glVertex2f(Rec.Right, Rec.Bottom);
          glTexCoord2f(Tex_Left[NrGracza+1].TexW, 0); glVertex2f(Rec.Right, Rec.Top);
        glEnd;

        // srodkowa czesc
        Rec.Left := Rec.Right;
        Rec.Right := X + (Start+Dlugosc-st) * TempR - nW - 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;

        if (nW=NotesW) then
        begin
          glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
          glBegin(GL_QUADS);
            glTexCoord2f(0, 0); glVertex2f(Rec.Left,  Rec.Top);
            glTexCoord2f(0, Tex_Mid[NrGracza+1].TexH); glVertex2f(Rec.Left,  Rec.Bottom);
            glTexCoord2f(Tex_Mid[NrGracza+1].TexW, Tex_Mid[NrGracza+1].TexH); glVertex2f(Rec.Right, Rec.Bottom);
            glTexCoord2f(Tex_Mid[NrGracza+1].TexW, 0); glVertex2f(Rec.Right, Rec.Top);
          glEnd;
        end;

        // prawa czesc
        Rec.Left := Rec.Right;
        Rec.Right := Rec.Right + nW;

        glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
        glBegin(GL_QUADS);
          glTexCoord2f(0, 0); glVertex2f(Rec.Left,  Rec.Top);
          glTexCoord2f(0, Tex_Right[NrGracza+1].TexH); glVertex2f(Rec.Left,  Rec.Bottom);
          glTexCoord2f(Tex_Right[NrGracza+1].TexW, Tex_Right[NrGracza+1].TexH); glVertex2f(Rec.Right, Rec.Bottom);
          glTexCoord2f(Tex_Right[NrGracza+1].TexW, 0); glVertex2f(Rec.Right, Rec.Top);
        glEnd;

        if Perfect and (Ini.EffectSing=1) then
        begin
          if not (Start+Dlugosc-1 = Czas.AktBeatD) then
            GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top, CP);
        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, CP);
  end; // if
end;

//draw Note glow
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer; Alpha: real);
var
  Rec:      TRecR;
  Pet:      integer;
  TempR:    real;
  X1, X2, X3, X4: real;
  H:     real;
  CP:     integer;
  end_:   integer;
  st:     integer;
  nW:     real;

begin
  if (ShowNotes>0) then
    Exit;

  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+Ini.LipSync*0.01) * 3))/4)/ 2 + 0.5)*Alpha);
    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 and (Dlugosc>0) then
          begin
            nW := NotesW;
            if ( 1 + 2*NotesW >Dlugosc * TempR ) then
              nW := (Dlugosc*TempR-1)/2;

            // begin: 14, 20
            // easy: 6, 11
            H := NotesH * 1.5 + 3.5;

            X1 := Left + (Start-st) * TempR + 0.5 - 6 - nW;
            X2 := X1 + 6 + 2*nW;

            X3 := (Start+Dlugosc-st) * TempR + Left - 0.5 {+ 10*ScreenX} - nW;
            X4 := X3 + 2*nW + 6;
            
            // 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;
            //if (nW=NotesW) then
            //begin
              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;
            //end;
            
            // 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 (BarFrom > 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(Alpha: TAlpha);
var
  Pet:      integer;
  Pet2:     integer;
  TempR:    real;
  Rec:      TRecR;
  TexRec:   TRecR;
  NR:       TRecR;
  ab:       real;
  //FS:       real;

  BarAlpha:   real;

  TempCol:    real;
  Tekst:      string;
  LyricTemp:  string;
  PetCz:      integer;

  //SingBar Mod
  A: Cardinal;
  E: Integer;
  I: Integer;
  //end Singbar Mod

  P4Mode:   boolean;

begin
  // positions
  if ((Screens = 1) and (PlayersPlay <= 3)) or (Screens = 2) then
  begin
    NR.Left := 20;
    NR.Right := 780;
    P4Mode := false;
  end else
  begin
    NR.Left := 10;
    NR.Right := 390;
    P4Mode := true;
  end;

  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, Alpha[0]);
  if (PlayersPlay = 2) or (PlayersPlay = 4) then
  begin
    SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15, Alpha[0]);
    SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15, Alpha[1]);
    if P4Mode then
    begin
      SingDrawNoteLines(400+Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, 400+Nr.Right + 10*ScreenX, 15, Alpha[0]);
      SingDrawNoteLines(400+Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, 400+Nr.Right + 10*ScreenX, 15, Alpha[1]);
    end;
  end;

  if (PlayersPlay = 3) or (PlayersPlay = 6) then
  begin
    SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12, Alpha[0]);
    SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12, Alpha[1]);
    SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12, Alpha[0]);
    if P4Mode then
    begin
      SingDrawNoteLines(400+Nr.Left + 10*ScreenX, 120, 400+Nr.Right + 10*ScreenX, 12, Alpha[0]);
      SingDrawNoteLines(400+Nr.Left + 10*ScreenX, 245, 400+Nr.Right + 10*ScreenX, 12, Alpha[1]);
      SingDrawNoteLines(400+Nr.Left + 10*ScreenX, 370, 400+Nr.Right + 10*ScreenX, 12, Alpha[0]);
    end;
  end;

  // rysuje tekst - new Lyric engine
  ScreenSing.LyricMain[0].SetAlpha(Alpha[0]);
  ScreenSing.LyricSub[0].SetAlpha(Alpha[2]);


  if (ShowNotes<3) then
  begin
    ScreenSing.LyricMain[0].Draw;
    ScreenSing.LyricSub[0].Draw;

    SingDrawLyricHelper(0, NR);
  end;

  if (AktSong.isDuet) then
  begin
    ScreenSing.LyricMain[1].SetAlpha(Alpha[1]);
    ScreenSing.LyricSub[1].SetAlpha(Alpha[3]);

    if (ShowNotes<3) then
    begin
      ScreenSing.LyricMain[1].Draw;
      ScreenSing.LyricSub[1].Draw;
      SingDrawLyricHelper(1, NR);
    end;
  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(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , 0);
   end;
    if PlayersPlay = 2 then
    begin
      SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , 0);
      SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , 1);
   end;
    if PlayersPlay = 3 then
    begin
      SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , 0);
      SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , 1);
      SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , 2);
    end;
    if PlayersPlay = 4 then
    begin
      if ScreenAct = 1 then
      begin
        SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , 0);
        SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , 1);
        if P4Mode then
        begin
          SingDrawSingbar(Theme.Sing.StaticP3FourPSingBar.x, Theme.Sing.StaticP3FourPSingBar.y, Theme.Sing.StaticP3FourPSingBar.w, Theme.Sing.StaticP3FourPSingBar.h , 2);
          SingDrawSingbar(Theme.Sing.StaticP4FourPSingBar.x, Theme.Sing.StaticP4FourPSingBar.y, Theme.Sing.StaticP4FourPSingBar.w, Theme.Sing.StaticP4FourPSingBar.h , 3);
        end;
      end;
      if ScreenAct = 2 then
      begin
        SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , 2);
        SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , 3);
      end;
    end;
    if PlayersPlay = 6 then
    begin
      if ScreenAct = 1 then
      begin
        SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , 0);
        SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , 1);
        SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , 2);
        if P4Mode then
        begin
          SingDrawSingbar(Theme.Sing.StaticP4SixPSingBar.x, Theme.Sing.StaticP4SixPSingBar.y, Theme.Sing.StaticP4SixPSingBar.w, Theme.Sing.StaticP4SixPSingBar.h , 3);
          SingDrawSingbar(Theme.Sing.StaticP5SingBar.x, Theme.Sing.StaticP5SingBar.y, Theme.Sing.StaticP5SingBar.w, Theme.Sing.StaticP5SingBar.h , 4);
          SingDrawSingbar(Theme.Sing.StaticP6SingBar.x, Theme.Sing.StaticP6SingBar.y, Theme.Sing.StaticP6SingBar.w, Theme.Sing.StaticP6SingBar.h , 5);
        end;
      end;
      if ScreenAct = 2 then
      begin
        SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , 3);
        SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , 4);
        SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , 5);
      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 P4Mode or (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 P4Mode or (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(P4Mode, NR, Alpha)
  else
    SingDrawNotes(P4Mode, NR, Alpha);

  glDisable(GL_BLEND);
  glDisable(GL_TEXTURE_2D);
end;

procedure SingDrawNotes(P4Mode: boolean; NR: TRecR; Alpha: TAlpha);
begin
  if PlayersPlay = 1 then
  begin
    SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
    SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
  end;

  if (PlayersPlay = 2) then
  begin
    SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15, Alpha[0]);
    SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15, Alpha[0]);

    SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15, Alpha[0]);

    SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
    SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 1, 15, Alpha[0]);
  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, Alpha[0]);
    SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12, Alpha[0]);
    SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12, Alpha[0]);

    SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12, Alpha[0]);

    SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12, Alpha[0]);
    SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 1, 12, Alpha[0]);
    SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12, Alpha[0]);
  end;

  if PlayersPlay = 4 then
  begin
    if ScreenAct = 1 then
    begin
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15, Alpha[0]);
    end;
    if ScreenAct = 2 then
    begin
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15, Alpha[0]);
    end;

    SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15, Alpha[0]);

    if ScreenAct = 1 then
    begin
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 1, 15, Alpha[0]);
    end;
    if ScreenAct = 2 then
    begin
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 3, 15, Alpha[0]);
    end;

    if P4Mode then
    begin
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, Skin_P1_NotesB, 400+Nr.Right - 20, 0, 2, 15, Alpha[0]);
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, Skin_P2_NotesB, 400+Nr.Right - 20, 0, 3, 15, Alpha[0]);

      SingDrawCzesc(400+NR.Left + 20, Skin_P1_NotesB, 400+NR.Right - 20, 0, 15, Alpha[0]);
      SingDrawCzesc(400+NR.Left + 20, Skin_P2_NotesB, 400+NR.Right - 20, 0, 15, Alpha[0]);

      SingDrawPlayerCzesc(400+Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15, Alpha[0]);
      SingDrawPlayerCzesc(400+Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 3, 15, Alpha[0]);
    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, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12, Alpha[0]);
    end;
    if ScreenAct = 2 then
    begin
      SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12, Alpha[0]);
    end;

    SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12, Alpha[0]);

    if ScreenAct = 1 then
    begin
      SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 1, 12, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12, Alpha[0]);
    end;
    if ScreenAct = 2 then
    begin
      SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 4, 12, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 5, 12, Alpha[0]);
    end;

    if P4Mode then
    begin
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, 120+95, 400+Nr.Right - 20, 0, 3, 12, Alpha[0]);
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, 245+95, 400+Nr.Right - 20, 0, 4, 12, Alpha[0]);
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, 370+95, 400+Nr.Right - 20, 0, 5, 12, Alpha[0]);

      SingDrawCzesc(400+NR.Left + 20, 120+95, 400+NR.Right - 20, 0, 12, Alpha[0]);
      SingDrawCzesc(400+NR.Left + 20, 245+95, 400+NR.Right - 20, 0, 12, Alpha[0]);
      SingDrawCzesc(400+NR.Left + 20, 370+95, 400+NR.Right - 20, 0, 12, Alpha[0]);

      SingDrawPlayerCzesc(400+Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12, Alpha[0]);
      SingDrawPlayerCzesc(400+Nr.Left + 20, 245+95, Nr.Width - 40, 0, 4, 12, Alpha[0]);
      SingDrawPlayerCzesc(400+Nr.Left + 20, 370+95, Nr.Width - 40, 0, 5, 12, Alpha[0]);
    end;
  end;
end;

procedure SingDrawNotesDuet(P4Mode: boolean; NR: TRecR; Alpha: TAlpha);
begin
  if PlayersPlay = 1 then
  begin
    SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
    SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
  end;

  if (PlayersPlay = 2) then
  begin
    SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15, Alpha[0]);
    SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 1, 1, 15, Alpha[1]);

    SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15, Alpha[1]);

    SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
    SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 1, 15, Alpha[1]);
  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, Alpha[0]);
    SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 1, 1, 12, Alpha[1]);
    SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12, Alpha[0]);

    SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12, Alpha[1]);
    SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12, Alpha[0]);

    SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12, Alpha[0]);
    SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 1, 12, Alpha[1]);
    SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12, Alpha[0]);
  end;

  if PlayersPlay = 4 then
  begin
    if ScreenAct = 1 then begin
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 1, 1, 15, Alpha[1]);
    end;
    if ScreenAct = 2 then begin
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 1, 3, 15, Alpha[1]);
    end;

    SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15, Alpha[1]);

    if ScreenAct = 1 then begin
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 1, 15, Alpha[1]);
    end;
    if ScreenAct = 2 then begin
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 3, 15, Alpha[1]);
    end;

    if P4Mode then
    begin
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, Skin_P1_NotesB, 400+Nr.Right - 20, 0, 2, 15, Alpha[0]);
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, Skin_P2_NotesB, 400+Nr.Right - 20, 1, 3, 15, Alpha[1]);

      SingDrawCzesc(400+NR.Left + 20, Skin_P1_NotesB, 400+NR.Right - 20, 0, 15, Alpha[0]);
      SingDrawCzesc(400+NR.Left + 20, Skin_P2_NotesB, 400+NR.Right - 20, 1, 15, Alpha[1]);

      SingDrawPlayerCzesc(400+Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15, Alpha[0]);
      SingDrawPlayerCzesc(400+Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 3, 15, Alpha[1]);
    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, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 1, 1, 12, Alpha[1]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12, Alpha[0]);
    end;
    if ScreenAct = 2 then begin
      SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12, Alpha[0]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 1, 4, 12, Alpha[1]);
      SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12, Alpha[0]);
    end;

    SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12, Alpha[0]);
    SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12, Alpha[1]);
    SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12, Alpha[0]);

    if ScreenAct = 1 then begin
      SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 1, 12, Alpha[1]);
      SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12, Alpha[0]);
    end;
    if ScreenAct = 2 then begin
      SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 4, 12, Alpha[1]);
      SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 5, 12, Alpha[0]);
    end;

    if P4Mode then
    begin
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, 120+95, 400+Nr.Right - 20, 0, 3, 12, Alpha[0]);
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, 245+95, 400+Nr.Right - 20, 1, 4, 12, Alpha[1]);
      SingDrawPlayerBGCzesc(400+Nr.Left + 20, 370+95, 400+Nr.Right - 20, 0, 5, 12, Alpha[0]);

      SingDrawCzesc(400+NR.Left + 20, 120+95, 400+NR.Right - 20, 0, 12, Alpha[0]);
      SingDrawCzesc(400+NR.Left + 20, 245+95, 400+NR.Right - 20, 1, 12, Alpha[1]);
      SingDrawCzesc(400+NR.Left + 20, 370+95, 400+NR.Right - 20, 0, 12, Alpha[0]);

      SingDrawPlayerCzesc(400+Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12, Alpha[0]);
      SingDrawPlayerCzesc(400+Nr.Left + 20, 245+95, Nr.Width - 40, 1, 4, 12, Alpha[1]);
      SingDrawPlayerCzesc(400+Nr.Left + 20, 370+95, Nr.Width - 40, 0, 5, 12, Alpha[0]);
    end;
  end;
end;

procedure SingModiDraw (PlayerInfo: TPlayerInfo; Alpha: TAlpha);
var
  Pet:      integer;
  Pet2:     integer;
  TempR:    real;
  Rec:      TRecR;
  TexRec:   TRecR;
  NR:       TRecR;
  ab:       real;

  //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 ((Screens = 1) and (PlayersPlay <= 3)) or (Screens = 2) then
  begin
    NR.Left := 20;
    NR.Right := 780;
  end else
  begin
    NR.Left := 10;
    NR.Right := 390;
  end;

  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, Alpha[0]);
    if (PlayersPlay = 2) or (PlayersPlay = 4) then
    begin
      SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15, Alpha[1]);
      SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15, Alpha[0]);
    end;

    if (PlayersPlay = 3) or (PlayersPlay = 6) then
    begin
      SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12, Alpha[0]);
      SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12, Alpha[1]);
      SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12, Alpha[0]);
    end;
  end;

    // rysuje tekst - new Lyric engine
    ScreenSingModi.LyricMain[0].SetAlpha(Alpha[0]);
    ScreenSingModi.LyricSub[0].SetAlpha(Alpha[2]);

    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 , 0);
   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 , 0);
      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 , 1);
   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 , 0);
      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 , 1);
      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 , 2);
    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 , 0);
        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 , 1);
      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 , 2);
        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 , 3);
      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 , 0);
        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 , 1);
        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 , 2);
      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 , 3);
        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 , 4);
        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 , 5);
      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, Alpha[0]);
      SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
      SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
    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, Alpha[0]);
        SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
      end;
      if PlayerInfo.Playerinfo[1].Enabled then
      begin
        SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15, Alpha[0]);
        SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 1, 15, Alpha[0]);
      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, Alpha[0]);
        SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12, Alpha[0]);
      end;

      if PlayerInfo.Playerinfo[1].Enabled then
      begin
        SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12, Alpha[0]);
        SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 1, 12, Alpha[0]);
      end;

      if PlayerInfo.Playerinfo[2].Enabled then
      begin
        SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12, Alpha[0]);
        SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12, Alpha[0]);
      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, Alpha[0]);
        SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15, Alpha[0]);
      end;
      if ScreenAct = 2 then begin
        SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15, Alpha[0]);
        SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15, Alpha[0]);
      end;

      SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15, Alpha[0]);
      SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15, Alpha[0]);

      if ScreenAct = 1 then begin
        SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 0, 15, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 1, 15, Alpha[0]);
      end;
      if ScreenAct = 2 then begin
        SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 2, 15, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 3, 15, Alpha[0]);
      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, Alpha[0]);
        SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12, Alpha[0]);
        SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12, Alpha[0]);
      end;
      if ScreenAct = 2 then begin
        SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12, Alpha[0]);
        SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12, Alpha[0]);
        SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12, Alpha[0]);
      end;

      SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12, Alpha[0]);
      SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12, Alpha[0]);
      SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12, Alpha[0]);

      if ScreenAct = 1 then begin
        SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 0, 12, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 1, 12, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 2, 12, Alpha[0]);
      end;
      if ScreenAct = 2 then begin
        SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 3, 12, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 0, 4, 12, Alpha[0]);
        SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 0, 5, 12, Alpha[0]);
      end;
    end;
  end;

  glDisable(GL_BLEND);
  glDisable(GL_TEXTURE_2D);
end;


//SingBar Mod
procedure SingDrawSingbar(X, Y, W, H: real; P: integer);
var
  R:   Real;
  G:   Real;
  B:   Real;
  str: string;
  wd:  real;
  Percent, ScoreMax, ScoreCurrent:  integer;
begin;
  if (ShowNotes>1) then
    Exit;
    
  Percent := Player[P].ScorePercent;
  ScoreMax := Player[P].ScoreMax;
  ScoreCurrent := Player[P].ScoreTotalI;

   //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;

  if (Ini.PossibleScore=0) then
    Exit;


  if (Ini.PossibleScore=1) then
  begin
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum);
    glColor4f(1, 0, 0, 0.6);
    glBegin(GL_QUADS);
      glTexCoord2f(0, 0); glVertex2f(X, Y+H);
      glTexCoord2f(0, 1); glVertex2f(X, Y+H*2);
      glTexCoord2f(1, 1); glVertex2f(X+W*ScoreMax/9990, Y+H*2);
      glTexCoord2f(1, 0); glVertex2f(X+W*ScoreMax/9990, Y+H);
    glEnd;

    glColor4f(0, 1, 0, 0.6);
    glBegin(GL_QUADS);
      glTexCoord2f(0, 0); glVertex2f(X, Y+H);
      glTexCoord2f(0, 1); glVertex2f(X, Y+H*2);
      glTexCoord2f(1, 1); glVertex2f(X+W*ScoreCurrent/9990, Y+H*2);
      glTexCoord2f(1, 0); glVertex2f(X+W*ScoreCurrent/9990, Y+H);
    glEnd;
  end else if (Ini.PossibleScore=2) then
  begin
    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+H);
      glTexCoord2f(0, 1); glVertex2f(X, Y+H*3);
      glTexCoord2f(1, 1); glVertex2f(X+W, Y+H*3);
      glTexCoord2f(1, 0); glVertex2f(X+W, Y+H);
    glEnd;

    glColor4f(0, 0, 0, 0.7);
    SetFontStyle(1);
    SetFontItalic(false);
    SetFontSize(H*0.7);
    str := 'max: ' + IntToStr(ScoreMax);
    wd := glTextWidth(PChar(str));
    SetFontPos (X+W/2-wd/2, Y+H);
    glPrint(PChar(str));
  end else
  begin
    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+H);
      glTexCoord2f(0, 1); glVertex2f(X, Y+H*3);
      glTexCoord2f(1, 1); glVertex2f(X+W, Y+H*3);
      glTexCoord2f(1, 0); glVertex2f(X+W, Y+H);
    glEnd;

    glColor4f(0, 0, 0, 0.7);
    SetFontStyle(1);
    SetFontItalic(false);
    SetFontSize(H*0.7);
    str := Ini.Name[P];
    wd := glTextWidth(PChar(str));
    SetFontPos (X+W/2-wd/2, Y+H);
    glPrint(PChar(str));
  end;
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) and (ShowNotes=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;
  I:        integer;
  x, y:     real;
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;
  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);

  // Draw Pitches
  if (Length(ScreenEditSub.Pitches)>0) then
  begin
    glColor4f(1, 0, 0, 0.6);

    glLineWidth(NotesH*2);
    glBegin(GL_LINE_STRIP);
      for I := 0 to High(ScreenEditSub.Pitches) do
      begin
        if (ScreenEditSub.Pitches[I].beat>=st) and (ScreenEditSub.Pitches[I].beat<=end_) then
        begin
          x := (ScreenEditSub.Pitches[I].beat-st) * TempR + Left + 0.5 + 10*ScreenX;
          y := Top - (ScreenEditSub.Pitches[I].pitch-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].BaseNote)*Space/2;
          glVertex2f(x, y);
        end;
      end;
    glEnd;
  end;

  glColor3f(1, 1, 1);
  glEnable(GL_TEXTURE_2D);
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  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
  if (ShowNotes>3) then
    Exit;
    
  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
      glColor4f(0.0, 0.8, 0.0, 0.8)
    else
      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;

end.