unit ULyrics;
interface
{$IFDEF FPC}
{$MODE DELPHI}
{$ENDIF}
{$I switches.inc}
uses OpenGL12, UTexture, UThemes, UMusic;
type
TLyricWord = record
X: Real; //X Pos of the Word
Width: Real; //Width of the Text
TexPos: Real; //Pos of the Word (0 to 1) in the Sentence Texture
TexWidth: Real; //width of the Word in Sentence Texture (0 to 1)
Start: Cardinal; //Start of the Words in Quarters (Beats)
Length: Cardinal; //Length of the Word in Quarters
Text: String; //Text of this Word
Freestyle: Boolean; //Is this Word Freestyle
end;
ALyricWord = array of TLyricWord;
PLyricLine = ^TLyricLine;
TLyricLine = record
Text: String; //Text of the Line
Tex: glUInt; //Texture of the Text from this Line
Width: Real; //Width of the Lyricline in Tex
Size: Byte; //Size of the Font in the Texture
Words: ALyricWord; //Words from this Line
Start: Cardinal; //Start in Quarters of teh Line
Length: Cardinal; //Length in Quarters (From Start of First Note to the End of Last Note)
Freestyle: Boolean; //Complete Line is Freestyle ?
Players: Byte; //Which Players Sing this Line (1: Player1; 2: Player2; 4: Player3; [..])
Done: Boolean; //Is Sentence Sung
end;
TLyricEngine = class
private
EoLastSentence: Real; //When did the Last Sentence End (in Beats)
UpperLine: TLyricLine; //Line in the Upper Part of the Lyric Display
LowerLine: TLyricLine; //Line in the Lower Part of teh Lyric Display
QueueLine: TLyricLine; //Line that is in Queue and will be added when next Line is Finished
PUpperLine, PLowerLine, PQueueLine: PLyricLine;
IndicatorTex: TTexture; //Texture for Lyric Indikator(Bar that indicates when the Line start)
BallTex: TTexture; //Texture of the Ball for cur. Word hover in Ballmode
PlayerIconTex: array[0..5] of //Textures for PlayerIcon Index: Playernum; Index2: Enabled/Disabled
array [0..1] of
TTexture;
inQueue: Boolean;
LCounter: Word;
//Some helper Procedures for Lyric Drawing
procedure DrawLyrics (Beat: Real);
procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: TLyricLine; Beat: Real);
procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
public
//Positions, Line specific Settings
UpperLineX: Real; //X Start Pos of UpperLine
UpperLineW: Real; //Width of UpperLine with Icon(s) and Text
UpperLineY: Real; //Y Start Pos of UpperLine
UpperLineSize: Byte; //Max Size of Lyrics Text in UpperLine
LowerLineX: Real; //X Start Pos of LowerLine
LowerLineW: Real; //Width of LowerLine with Icon(s) and Text
LowerLineY: Real; //Y Start Pos of LowerLine
LowerLineSize: Byte; //Max Size of Lyrics Text in LowerLine
//Display Propertys
LineColor_en: TRGBA; //Color of Words in an Enabled Line
LineColor_dis: TRGBA; //Color of Words in a Disabled Line
LineColor_akt: TRGBA; //Color of teh active Word
FontStyle: Byte; //Font for the Lyric Text
FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen
HoverEffekt: Byte; //Effekt of Hovering active Word: 0 - one selection, 1 - long selection, 2 - one selection with fade to normal text, 3 - long selection with fade with color from left
FadeInEffekt: Byte; //Effekt for Line Fading in: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards from Bottom to Pos
FadeOutEffekt: Byte; //Effekt for Line Fading out: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards
UseLinearFilter:Boolean; //Should Linear Tex Filter be used
//Song specific Settings
BPM: Real;
Resolution: Integer;
//properties to easily update this Class within other Parts of Code
property LineinQueue: Boolean read inQueue; //True when there is a Line in Queue
property LineCounter: Word read LCounter; //Lines that was Progressed so far (after last Clear)
Constructor Create; overload; //Constructor, just get Memory
Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload;
Procedure LoadTextures; //Load Player Textures and Create
Procedure AddLine(Line: PLine); //Adds a Line to the Queue if there is Space
Procedure Draw (Beat: Real); //Procedure Draws Lyrics; Beat is curent Beat in Quarters
Procedure Clear (const cBPM: Real = 0; const cResolution: Integer = 0); //Clears all cached Song specific Information
Destructor Free; //Frees Memory
end;
const LyricTexStart = 2/512;
implementation
uses SysUtils, USkins, TextGL, UGraphic, UDisplay, dialogs;
//-----------
//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
//-----------
procedure glColorRGB(Color: TRGB); overload;
begin
glColor3f(Color.R, Color.G, Color.B);
end;
procedure glColorRGB(Color: TRGBA); overload;
begin
glColor4f(Color.R, Color.G, Color.B, Color.A);
end;
//---------------
// Create - Constructor, just get Memory
//---------------
Constructor TLyricEngine.Create;
begin
BPM := 0;
Resolution := 0;
LCounter := 0;
inQueue := False;
UpperLine.Done := True;
LowerLine.Done := True;
QueueLine.Done := True;
PUpperline:=@UpperLine;
PLowerLine:=@LowerLine;
PQueueLine:=@QueueLine;
UseLinearFilter := True;
end;
Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
begin
Create;
UpperLineX := ULX;
UpperLineW := ULW;
UpperLineY := ULY;
UpperLineSize := Trunc(ULS);
LowerLineX := LLX;
LowerLineW := LLW;
LowerLineY := LLY;
LowerLineSize := Trunc(LLS);
LoadTextures;
end;
//---------------
// Free - Frees Memory
//---------------
Destructor TLyricEngine.Free;
begin
end;
//---------------
// Clear - Clears all cached Song specific Information
//---------------
Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
begin
BPM := cBPM;
Resolution := cResolution;
LCounter := 0;
inQueue := False;
UpperLine.Done := True;
LowerLine.Done := True;
QueueLine.Done := True;
PUpperline:=@UpperLine;
PLowerLine:=@LowerLine;
PQueueLine:=@QueueLine;
end;
//---------------
// LoadTextures - Load Player Textures and Create Lyric Textures
//---------------
Procedure TLyricEngine.LoadTextures;
var
I: Integer;
PTexData: Pointer;
function CreateLineTex: glUint;
begin
GetMem(pTexData, 1024*128*4); //get Memory to save Tex in
//generate and bind Texture
glGenTextures(1, Result);
glBindTexture(GL_TEXTURE_2D, Result);
//Get Memory
glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
if UseLinearFilter then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
end;
//Free now unused Memory
FreeMem(pTexData);
end;
begin
//Load Texture for Lyric Indikator(Bar that indicates when the Line start)
IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);
//Load Texture of the Ball for cur. Word hover in Ballmode
BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
//Load PlayerTexs
For I := 0 to 1 do
begin
PlayerIconTex[I][0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0);
PlayerIconTex[I][1] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0);
end;
//atm just unset other texs
For I := 2 to 5 do
begin
PlayerIconTex[I][0].TexNum := high(Cardinal); //Set to C's -1
PlayerIconTex[I][1].TexNum := high(Cardinal);
end;
//Create LineTexs
UpperLine.Tex := CreateLineTex;
LowerLine.Tex := CreateLineTex;
QueueLine.Tex := CreateLineTex;
end;
//---------------
// AddLine - Adds LyricLine to queue
//---------------
Procedure TLyricEngine.AddLine(Line: PLine);
var
LyricLine: PLyricLine;
I: Integer;
countNotes: Cardinal;
PosX: Real;
Viewport: Array[0..3] of Integer;
begin
//Only Add Lines if there is enough space
If not LineinQueue then
begin
//Set Pointer to Line to Write
If (LineCounter = 0) then
LyricLine := PUpperLine //Set Upper Line
else if (LineCounter = 1) then
LyricLine := PLowerLine //Set Lower Line
else
begin
LyricLine := PQueueLine; //Set Queue Line
inQueue := True; //now there is a Queued Line
end;
end
else
begin
LyricLine:=PUpperLine;
PUpperLine:=PLowerLine;
PLowerLine:=PQueueLine;
PQueueLine:=LyricLine;
end;
//Check if Sentence has Notes
If (Length(Line.Nuta) > 0) then
begin
//Copy Values from SongLine to LyricLine
CountNotes := high(Line.Nuta);
LyricLine.Start := Line.Nuta[0].Start;
LyricLine.Length := Line.Nuta[CountNotes].Start + Line.Nuta[CountNotes].Dlugosc - LyricLine.Start;
LyricLine.Freestyle := True; //is set by And Notes Freestyle while copying Notes
LyricLine.Text := ''; //Also Set while copying Notes
LyricLine.Players := 127; //All Players for now, no Duett Mode available
//Copy Words
SetLength(LyricLine.Words, CountNotes + 1);
For I := 0 to CountNotes do
begin
LyricLine.Freestyle := LyricLine.Freestyle AND Line.Nuta[I].FreeStyle;
LyricLine.Words[I].Start := Line.Nuta[I].Start;
LyricLine.Words[I].Length := Line.Nuta[I].Dlugosc;
LyricLine.Words[I].Text := Line.Nuta[I].Tekst;
LyricLine.Words[I].Freestyle := Line.Nuta[I].FreeStyle;
LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text
end;
//Set Font Params
SetFontStyle(FontStyle);
SetFontPos(0, 0);
LyricLine.Size := UpperLineSize;
SetFontSize(LyricLine.Size);
SetFontItalic(False);
glColor4f(1, 1, 1, 1);
//Change Fontsize to Fit the Screen
While (LyricLine.Width > 508) do
begin
Dec(LyricLine.Size);
if (LyricLine.Size <=1) then
Break;
SetFontSize(LyricLine.Size);
LyricLine.Width := glTextWidth(PChar(LyricLine.Text));
end;
//Set Word Positions and Line Size
PosX := 2 {LowerLineX + LowerLineW/2 + 80 - LyricLine.Width/2};
For I := 0 to High(LyricLine.Words) do
begin
LyricLine.Words[I].X := PosX;
LyricLine.Words[I].Width := glTextWidth(PChar(LyricLine.Words[I].Text));
LyricLine.Words[I].TexPos := PosX / 512;
LyricLine.Words[I].TexWidth := LyricLine.Words[I].TexWidth / 512;
PosX := PosX + LyricLine.Words[I].Width;
end;
//Create LyricTexture
//Prepare Ogl
glGetIntegerv(GL_VIEWPORT, @ViewPort);
glClearColor(0.0,0.0,0.0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
{glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glOrtho(0, 1024, 64, 0, -1, 100);
glMatrixMode(GL_MODELVIEW);}
glViewport(0, 0, 512, 512);
//Draw Lyrics
SetFontPos(0, 0);
glPrint(PChar(LyricLine.Text));
Display.ScreenShot;
//Copy to Texture
glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 448, 512, 64, 0);
//Clear Buffer
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]);
{glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glOrtho(0, RenderW, RenderH, 0, -1, 100);
glMatrixMode(GL_MODELVIEW); }
end;
//Increase the Counter
Inc(LCounter);
end;
//---------------
// Draw - Procedure Draws Lyrics; Beat is curent Beat in Quarters
// Draw just manage the Lyrics, drawing is done by a call of DrawLyrics
//---------------
Procedure TLyricEngine.Draw (Beat: Real);
begin
DrawLyrics(Beat);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_Alpha {GL_ONE_MINUS_SRC_COLOR}, GL_ONE_MINUS_SRC_Alpha);
glBindTexture(GL_TEXTURE_2D, PUpperLine^.Tex);
glColor4f(1,1,0,1);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(100, 100);
glTexCoord2f(0, 0); glVertex2f(100, 200);
glTexCoord2f(1, 0); glVertex2f(612, 200);
glTexCoord2f(1, 1); glVertex2f(612, 100);
glEnd;
glBindTexture(GL_TEXTURE_2D, PLowerLine^.Tex);
glColor4f(1,0,1,1);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(100, 200);
glTexCoord2f(0, 0); glVertex2f(100, 300);
glTexCoord2f(1, 0); glVertex2f(612, 300);
glTexCoord2f(1, 1); glVertex2f(612, 200);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
//---------------
// DrawLyrics(private) - Helper for Draw; main Drawing procedure
//---------------
procedure TLyricEngine.DrawLyrics (Beat: Real);
begin
DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, Upperline, Beat);
DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, Lowerline, Beat);
end;
//---------------
// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon
//---------------
procedure TLyricEngine.DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
var IEnabled: Byte;
begin
Case Enabled of
True: IEnabled := 0;
False: IEnabled:= 1;
end;
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum);
glColor4f(1,1,1,Alpha);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y + Size);
glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size);
glTexCoord2f(1, 0); glVertex2f(X + Size, Y);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
//---------------
// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
//---------------
procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: TLyricLine; Beat: Real);
var
I: Integer;
CurWord: Integer;
Progress: Real;
LyricX: Real; //Left Corner on X Axis
LyricX2: Real;//Right Corner " "
LyricScale: Real; //Up or Downscale the Lyrics need
IconSize: Real;
IconAlpha: Real;
begin
{ For I := 0 to High(Line.Words) do
begin
//Set Font Params
SetFontStyle(FontStyle);
SetFontSize(Size);
SetFontItalic(Line.Words[I].Freestyle);
glColor4f(1, 1, 1, 1);
SetFontPos(Line.Words[I].X, Y);
glPrint(PChar(Line.Words[I].Text));
end; }
LyricScale := Size / Line.Size;
//Draw Icons
IconSize := (2 * Size);
//IconAlpha := 1;
IconAlpha := Frac(Beat/(Resolution*4));
{DrawPlayerIcon (0, True, X, Y, IconSize, IconAlpha);
DrawPlayerIcon (1, True, X + IconSize + 1, Y, IconSize, IconAlpha);
DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y, IconSize, IconAlpha);}
//Check if a Word in the Sentence is active
if ((Line.Start > Beat) AND (Line.Start + Line.Length < Beat)) then
begin
//Get Start Position:
{ Start of Line - Width of all Icons + LineWidth/2 (Center}
LyricX := X + (W - ((IconSize + 1) * 6))/2 + ((IconSize + 1) * 3);
LyricX2 := LyricX + Line.Width;
//Draw complete Sentence
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}, GL_ONE_MINUS_SRC_COLOR);
glBindTexture(GL_TEXTURE_2D, Line.Tex);
glColorRGB(LineColor_en);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(LyricX, Y);
glTexCoord2f(0, 0); glVertex2f(LyricX, Y + 64 * W / 512);
glTexCoord2f(1, 0); glVertex2f(LyricX + LyricX2, Y + 64 * W / 512);
glTexCoord2f(1, 1); glVertex2f(LyricX + LyricX2, Y);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end
else
begin
end;
{//Search for active Word
For I := 0 to High(Line.Words) do
if (Line.Words[I].Start < Beat) then
begin
CurWord := I - 1;
end;
if (CurWord < 0) then Exit;
//Draw Part until cur Word
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}{, GL_ONE_MINUS_SRC_COLOR);
glBindTexture(GL_TEXTURE_2D, Line.Tex);
glColorRGB(LineColor_en);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(X, Y);
glTexCoord2f(0, 0); glVertex2f(X, Y + 64 * W / 512);
glTexCoord2f(Line.Words[CurWord].TexPos, 0); glVertex2f(X + W, Y + 64 * W / 512);
glTexCoord2f(Line.Words[CurWord].TexPos, 1); glVertex2f(X + W, Y);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);}
end;
end.