unit UDraw;
interface
uses UThemes, ModiSDK, UGraphicClasses;
procedure SingDraw;
procedure SingModiDraw (PlayerInfo: TPlayerInfo);
procedure SingDrawBackground;
procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer);
procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
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: integer; Color: TRGB; Alpha: Single; Text: string);
//Draw Editor NoteLines
procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
type
TRecR = record
Top: real;
Left: real;
Right: real;
Bottom: real;
Width: real;
WMid: real;
Height: real;
HMid: real;
Mid: real;
end;
var
NotesW: real;
NotesH: real;
Starfr: integer;
StarfrG: integer;
//SingBar Mod
TickOld: cardinal;
TickOld2:cardinal;
//end Singbar Mod
const
Przedz = 32;
implementation
uses Windows, OpenGL12, UGraphic, SysUtils, UMusic, URecord, ULog, UScreenSing, UScreenSingModi, ULyrics, UMain, TextGL, UTexture, UDrawTexture, UIni, Math, UDLLManager;
procedure SingDrawBackground;
var
Rec: TRecR;
TexRec: TRecR;
begin
if ScreenSing.Tex_Background.TexNum >= 1 then begin
glClearColor (1, 1, 1, 1);
if (Ini.MovieSize = 0) 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;
begin
TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
glEnable(GL_BLEND);
glBegin(GL_LINES);
for Pet := Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote to Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec do begin
if (Pet mod Czesci[NrCzesci].Resolution) = Czesci[NrCzesci].NotesGAP then
glColor4f(0, 0, 0, 1)
else
glColor4f(0, 0, 0, 0.3);
glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top);
glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top + 135);
end;
glEnd;
glDisable(GL_BLEND);
end;
// draw blank Notebars
procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
var
Rec: TRecR;
Pet: integer;
TempR: real;
R,G,B: real;
GoldenStarPos : real;
begin
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
for Pet := 0 to HighNut do begin
with Nuta[Pet] do begin
if not FreeStyle then begin
// Golden Note Patch
case Wartosc of
1: glColor4f(1, 1, 1, 0.85);
2: glColor4f(1, 1, 1, 0.85); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85);
end; // case
// lewa czesc - left part
Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
Rec.Bottom := Rec.Top + 2 * NotesH;
glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
//We keep the postion of the top left corner b4 it's overwritten
GoldenStarPos := Rec.Left;
//done
// srodkowa czesc - middle part
Rec.Left := Rec.Right;
Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc - right part
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/8, 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 then
begin
GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom);
end;
end; // if not FreeStyle
end; // with
end; // for
end; // with
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
// draw sung notes
procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
var
TempR: real;
Rec: TRecR;
N: integer;
R: real;
G: real;
B: real;
A: real;
NotesH2: real;
begin
// Log.LogStatus('Player notes', 'SingDraw');
// if NrGracza = 0 then LoadColor(R, G, B, 'P1Light')
// else LoadColor(R, G, B, 'P2Light');
// R := 71/255;
// G := 175/255;
// B := 247/255;
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if Player[NrGracza].IlNut > 0 then begin
TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote);
for N := 0 to Player[NrGracza].HighNut do begin
with Player[NrGracza].Nuta[N] do begin
// lewa czesc
Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * 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[0].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(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// srodkowa czesc
Rec.Left := Rec.Right;
Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * 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(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(7/8, 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(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/8, 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.GMAFix <> 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;
SingDrawStar(Rec.Left+2, Rec.Top+4, A);
end;
// detekt
{ Rec.Left := Round((Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR) + 130;
glColor3f(1, 0.2, 0.2);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glVertex(Rec.Left, Rec.Top-5);
glVertex(Rec.Left, Rec.Bottom+5);
glVertex(Rec.Left+1, Rec.Bottom+5);
glVertex(Rec.Left+1, Rec.Top-5);
glEnd;
glColor3f(1, 1, 1);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);}
// detekt + FFT length
{ Rec.Right := (Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR + 130;
// TempR = dlugosc 1 kostki
// 60 * 4 / BPM = czas w sekundach na 1 kostke, np. 0,4s
// 4096 / 44100 = czas jednego sampla FFT, np. 0,1s
// ile to ma kostek? np. 0.25
// (4096 / 44100) / (60 * 4 / BPM), np. 0,1s / 0,4s = 0.25
// * TempR = dlugosc sampla FFT
Rec.Left := Rec.Right - (Sound.n / 44100) / (60 * 4 / Muzyka.BPM) * TempR;
glColor3f(1, 0.2, 0.2);
glVertex(Rec.Left, Rec.Top-4);
glVertex(Rec.Left, Rec.Bottom+4);
glVertex(Rec.Right, Rec.Bottom+4);
glVertex(Rec.Right, Rec.Top-4);}
end; // with
end; // for
end; // if
end;
//draw Note glow
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
var
Rec: TRecR;
Pet: integer;
TempR: real;
R,G,B: real;
X1, X2, X3, X4: real;
W, H: real;
begin
if (Player[NrGracza].ScoreTotalI >= 0) then begin
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) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
for Pet := 0 to HighNut do begin
with Nuta[Pet] do begin
if not FreeStyle then begin
// begin: 14, 20
// easy: 6, 11
W := NotesW * 2 + 2;
H := NotesH * 1.5 + 3.5;
X2 := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
X1 := X2-W;
X3 := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie
X4 := X3+W;
// left
Rec.Left := X1;
Rec.Right := X2;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - H;
Rec.Bottom := Rec.Top + 2 * H;
glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(7/8, 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(1/32, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(31/32, 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(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/8, 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 SingDrawStar(X, Y, A: real);
var
TempR: real;
W, H: real;
Starframe: real;
begin
W := 32;
H := 32;
// Golden Star Patch
// case Z of
// 1: glColor4f(1, 1, 1, A);
// 2: glColor4f(1, 1, 0.3, A);
// end; // case
glColor4f(1, 1, 1, A);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum);
Starframe := 15 - ((GetTickCount div 33) mod 16);
glBegin(GL_QUADS);
glTexCoord2f((1/16) * Starframe, 0); glVertex2f(X-W, Y-H);
glTexCoord2f((1/16) * Starframe + (1/16), 0); glVertex2f(X-W, Y+H);
glTexCoord2f((1/16) * Starframe + (1/16), 1); glVertex2f(X+W, Y+H);
glTexCoord2f((1/16) * Starframe, 1); glVertex2f(X+W, Y-H);
glEnd;
end;
procedure SingGoldenStar(X, Y, A: real);
var
TempR: real;
W, H: real;
StarfrG2: real;
begin
W := 16;
H := 16;
glColor4f(1, 1, 0.3, A);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum);
StarfrG2 := 15 - ((GetTickCount div 67) mod 16);
glBegin(GL_QUADS);
//x1
glTexCoord2f((1/16) * StarfrG2, 0); glVertex2f(X-W, Y-H);
glTexCoord2f((1/16) * StarfrG2 + (1/16), 0); glVertex2f(X-W, Y+H);
glTexCoord2f((1/16) * StarfrG2 + (1/16), 1); glVertex2f(X+W, Y+H);
glTexCoord2f((1/16) * StarfrG2, 1); glVertex2f(X+W, Y-H);
glEnd;
end;
procedure SingDraw;
var
Pet: integer;
Pet2: integer;
TempR: real;
Rec: TRecR;
TexRec: TRecR;
NR: TRecR;
FS: real;
BarFrom: integer;
BarAlpha: real;
BarWspol: real;
TempCol: real;
Tekst: string;
LyricTemp: string;
PetCz: integer;
//SingBar Mod
A: Integer;
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');
glBegin(GL_QUADS);
glColor3f(0.9, 0.9, 0.9);
glVertex2f(140 + 10*ScreenX, 21);
glVertex2f(140 + 10*ScreenX, 29);
glVertex2f(330 + 10*ScreenX, 29);
glVertex2f(330 + 10*ScreenX, 21);
glColor3f(Skin_TimeR, Skin_TimeG, Skin_TimeB);
glVertex2f(140 + 10*ScreenX, 21);
glVertex2f(140 + 10*ScreenX, 29);
glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 29);
glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 21);
glEnd;
// 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.Draw;
ScreenSing.LyricSub.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);
(ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
Rec.Right := Rec.Left + 50;
Rec.Top := Skin_LyricsT + 3;
Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
// zapalanie
BarAlpha := (BarWspol*10) * 0.5;
if BarAlpha > 0.5 then BarAlpha := 0.5;
// gaszenie
if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);
//Change fuer Crazy Joker
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glColor4f(26/255, 165/255, 220/255, 0);
glVertex2f(Rec.Left, Rec.Top);
glVertex2f(Rec.Left, Rec.Bottom);
glColor4f(26/255, 165/255, 220/255, BarAlpha);
glVertex2f(Rec.Right, Rec.Bottom);
glVertex2f(Rec.Right, Rec.Top);
glEnd;
glDisable(GL_BLEND);
end;
// oscilloscope
if Ini.Oscilloscope = 1 then begin
if PlayersPlay = 1 then
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
if PlayersPlay = 2 then begin
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
end;
if ScreenAct = 2 then begin
SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
end;
end;
if PlayersPlay = 3 then begin
SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
end;
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
end;
if ScreenAct = 2 then begin
SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
end;
end;
end
//SingBar Mod
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);
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);
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);
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);
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);
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);
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);
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
Player[E].LineBonus_Visible := False
else
begin
//Change Position
if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
Inc(Player[E].LineBonus_PosX,1)
else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
Dec(Player[E].LineBonus_PosX,1);
if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
Inc(Player[E].LineBonus_PosY,1)
else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
Dec(Player[E].LineBonus_PosY,1);
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);
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);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text);
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);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text);
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text);
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);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text);
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);
SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text);
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);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text);
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text);
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);
SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text);
SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text);
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 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, 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, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
if PlayersPlay = 3 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
end;
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
end;
end;
if PlayersPlay = 6 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
end;
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
end;
end;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
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: Integer;
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');
glBegin(GL_QUADS);
glColor3f(0.9, 0.9, 0.9);
glVertex2f(140 + 10*ScreenX, 21);
glVertex2f(140 + 10*ScreenX, 29);
glVertex2f(330 + 10*ScreenX, 29);
glVertex2f(330 + 10*ScreenX, 21);
glColor3f(Skin_TimeR, Skin_TimeG, Skin_TimeB);
glVertex2f(140 + 10*ScreenX, 21);
glVertex2f(140 + 10*ScreenX, 29);
glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 29);
glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 21);
glEnd;
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.Draw;
ScreenSingModi.LyricSub.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.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_BLEND);
glBegin(GL_QUADS);
glColor4f(26/255, 165/255, 220/255, 0);
glVertex2f(Rec.Left, Rec.Top);
glVertex2f(Rec.Left, Rec.Bottom);
glColor4f(26/255, 165/255, 220/255, BarAlpha);
glVertex2f(Rec.Right, Rec.Bottom);
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
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);
end;
if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, 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);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, 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);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, 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);
if PlayerInfo.Playerinfo[3].Enabled then
SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, 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);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, 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);
if PlayerInfo.Playerinfo[4].Enabled then
SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent);
if PlayerInfo.Playerinfo[5].Enabled then
SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, 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
Player[E].LineBonus_Visible := False
else
begin
//Change Position
if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
Inc(Player[E].LineBonus_PosX,1)
else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
Dec(Player[E].LineBonus_PosX,1);
if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
Inc(Player[E].LineBonus_PosY,1)
else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
Dec(Player[E].LineBonus_PosY,1);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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, 15);
end;
if (PlayersPlay = 2) then begin
if PlayerInfo.Playerinfo[0].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
end;
if PlayerInfo.Playerinfo[1].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
end;
if PlayersPlay = 3 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
if PlayerInfo.Playerinfo[0].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
end;
if PlayerInfo.Playerinfo[1].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
end;
if PlayerInfo.Playerinfo[2].Enabled then
begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
end;
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
end;
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
end;
end;
if PlayersPlay = 6 then begin
NotesW := NotesW * 0.8;
NotesH := NotesH * 0.8;
if ScreenAct = 1 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
end;
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
end;
if ScreenAct = 2 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
end;
end;
end;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
//SingBar Mod
procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
var
R: Real;
G: Real;
B: Real;
A: cardinal;
I: Integer;
begin;
//SingBar Background
glColor4f(1, 1, 1, 0.8);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(1/16, 0); glVertex2f(X, Y);
glTexCoord2f(1/16, 1); glVertex2f(X, Y+H);
glTexCoord2f(1 - 1/16, 1); glVertex2f(X+W, Y+H);
glTexCoord2f(1 - 1/16, 0); glVertex2f(X+W, Y);
glEnd;
//SingBar coloured Bar
Case Percent of
0..22: begin
R := 1;
G := 0;
B := 0;
end;
23..42: begin
R := 1;
G := ((Percent-23)/100)*5;
B := 0;
end;
43..57: begin
R := 1;
G := 1;
B := 0;
end;
58..77: begin
R := 1-(Percent - 58)/100*5;
G := 1;
B := 0;
end;
78..99: begin
R := 0;
G := 1;
B := 0;
end;
End; //Case
glColor4f(R, G, B, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum);
//Size= Player[PlayerNum].ScorePercent of W
glBegin(GL_QUADS);
glTexCoord2f(1/16, 0); glVertex2f(X, Y);
glTexCoord2f(1/16, 1); glVertex2f(X, Y+H);
glTexCoord2f(1 - 1/16, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H);
glTexCoord2f(1 - 1/16, 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: integer; Color: TRGB; Alpha: Single; Text: string);
var
Length, X2: Real; //Length of Text
begin
if Alpha <> 0 then
begin
//Set Font Propertys
SetFontStyle(2); //Font: Outlined1
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
//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);
//Old Method with Variable Background
{//Draw Left Side
glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusL.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y + Tex_SingLineBonusL.H * Tex_SingLineBonusL.ScaleH);
glTexCoord2f(1, 1); glVertex2f(X + Tex_SingLineBonusL.W * Tex_SingLineBonusL.scaleW, Y + Tex_SingLineBonusL.H * Tex_SingLineBonusL.scaleH);
glTexCoord2f(1, 0); glVertex2f(X + Tex_SingLineBonusL.W * Tex_SingLineBonusL.scaleW, Y);
glEnd;
//Set X of Next Tile
X2 := X + Tex_SingLineBonusL.W * Tex_SingLineBonusL.scaleW;
//Draw Middle
glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusM.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X2, Y);
glTexCoord2f(0, 1); glVertex2f(X2, Y + Tex_SingLineBonusM.H * Tex_SingLineBonusM.ScaleH);
glTexCoord2f(1, 1); glVertex2f(X2 + Length, Y + Tex_SingLineBonusM.H * Tex_SingLineBonusM.scaleH);
glTexCoord2f(1, 0); glVertex2f(X2 + Length, Y);
glEnd;
//Set X of Next Tile
X2 := X2 + Length;
//Draw Rigth Side
glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusR.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X2, Y);
glTexCoord2f(0, 1); glVertex2f(X2, Y + Tex_SingLineBonusR.H * Tex_SingLineBonusR.ScaleH);
glTexCoord2f(1, 1); glVertex2f(X2 + Tex_SingLineBonusR.W * Tex_SingLineBonusR.scaleW, Y + Tex_SingLineBonusR.H * Tex_SingLineBonusR.scaleH);
glTexCoord2f(1, 0); glVertex2f(X2 + Tex_SingLineBonusR.W * Tex_SingLineBonusR.scaleW, Y);
glEnd;}
//New Method, Not Variable
glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(1/32, 0); glVertex2f(X, Y);
glTexCoord2f(1/32, 1); glVertex2f(X, Y + 50);
glTexCoord2f(31/32, 1); glVertex2f(X + 100, Y + 50);
glTexCoord2f(31/32, 0); glVertex2f(X + 100, Y);
glEnd;
glColor4f(1, 1, 1, Alpha); //Set Color
//Draw Text
glPrint (PChar(Text));
end;
end;
//PhrasenBonus - Line Bonus Mod
// Draw Note Bars for Editor
//There are 11 Resons for a new Procdedure:
// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor
// 2. You can see the Freestyle Notes in the Editor SemiTransparent
// 3. Its easier and Faster then changing the old Procedure
procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
var
Rec: TRecR;
Pet: integer;
TempR: real;
begin
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
for Pet := 0 to HighNut do begin
with Nuta[Pet] do begin
// Golden Note Patch
case Wartosc of
0: glColor4f(1, 1, 1, 0.35);
1: glColor4f(1, 1, 1, 0.85);
2: glColor4f(1, 1, 0.3, 0.85);
end; // case
// lewa czesc - left part
Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
Rec.Bottom := Rec.Top + 2 * NotesH;
glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// srodkowa czesc - middle part
Rec.Left := Rec.Right;
Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc - right part
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(1/8, 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;
end.