unit UMenuEqualizer;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses UMusic, UThemes;
type
//----------------
//Tms_Equalizer
//Class displaying an equalizer (Songscreen)
//----------------
Tms_Equalizer = class(TObject)
private
FFTData: TFFTData; // moved here to avoid stack overflows
BandData: array of Byte;
RefreshTime: Cardinal;
Source: IAudioPlayback;
Procedure Analyse;
public
X: Integer;
Y: Integer;
Z: Real;
W: Integer;
H: Integer;
Space: Integer;
Visible: Boolean;
Alpha: real;
Color: TRGB;
Direction: Boolean;
BandLength: Integer;
Reflection: boolean;
Reflectionspacing: Real;
constructor Create(Source: IAudioPlayback; mySkin: TThemeEqualizer);
procedure Draw;
Procedure SetBands(Value: Byte);
Function GetBands: Byte;
Property Bands: Byte read GetBands write SetBands;
procedure SetSource(newSource: IAudioPlayback);
end;
implementation
uses math, SDL, gl, glext;
constructor Tms_Equalizer.Create(Source: IAudioPlayback; mySkin: TThemeEqualizer);
var I: Integer;
begin
If (Source <> nil) then
begin
X := mySkin.X;
Y := mySkin.Y;
W := mySkin.W;
H := mySkin.H;
Z := mySkin.Z;
Space := mySkin.Space;
Visible := mySkin.Visible;
Alpha := mySkin.Alpha;
Color.R := mySkin.ColR;
Color.G := mySkin.ColG;
Color.B := mySkin.ColB;
Direction := mySkin.Direction;
Bands := mySkin.Bands;
BandLength := mySkin.Length;
Reflection := mySkin.Reflection;
Reflectionspacing := mySkin.Reflectionspacing;
Self.Source := Source;
//Check if Visible
If (Bands <= 0) OR
(BandLength <= 0) OR
(W <= 0) OR
(H <= 0) OR
(Alpha <= 0) then
Visible := False;
//ClearArray
For I := low(BandData) to high(BandData) do
BandData[I] := 3;
end
else
Visible := False;
end;
//--------
// evaluate FFT-Data
//--------
Procedure Tms_Equalizer.Analyse;
var
I: Integer;
ChansPerBand: byte; // channels per band
MaxChannel: Integer;
Pos: Real;
CurBand: Integer;
begin
Source.GetFFTData(FFTData);
Pos := 0;
// use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz
ChansPerBand := ceil(92 / Bands); // How much channels are used for one Band
MaxChannel := ChansPerBand * Bands - 1;
// Change Lengths
for i := 0 to MaxChannel do
begin
// Gain higher freq. data so that the bars are visible
if i > 35 then
FFTData[i] := FFTData[i] * 8
else if i > 11 then
FFTData[i] := FFTData[i] * 4.5
else
FFTData[i] := FFTData[i] * 1.1;
// clamp data
if (FFTData[i] > 1) then
FFTData[i] := 1;
// Get max. pos
if (FFTData[i] * BandLength > Pos) then
Pos := FFTData[i] * BandLength;
// Check if this is the last channel in the band
if ((i+1) mod ChansPerBand = 0) then
begin
CurBand := i div ChansPerBand;
// Smooth delay if new equalizer is lower than the old one
if ((BandData[CurBand] > Pos) and (BandData[CurBand] > 1)) then
BandData[CurBand] := BandData[CurBand] - 1
else
BandData[CurBand] := Round(Pos);
Pos := 0;
end;
end;
end;
//--------
// Draw SpectrumAnalyser, Call Analyse
//--------
procedure Tms_Equalizer.Draw;
var
CurTime: Cardinal;
PosX, PosY: Real;
I, J: Integer;
Diff: Real;
Function GetAlpha(H: Single): Single;
begin
Result := (Alpha * 0.3) *(1 - H/(Bands * (W + Space)));
end;
begin
If (Visible) AND not (AudioPlayback.Finished) then
begin
//Call Analyse if necessary
CurTime := SDL_GetTicks();
If (CurTime > RefreshTime) then
begin
Analyse;
RefreshTime := CurTime + 44;
end;
//Draw Equalizer Bands
// Setup OpenGL
glColorRGB(Color, Alpha);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// Set position of the first equalizer bar
PosY := Y;
PosX := X;
// Draw bars for each band
for I := 0 to High(BandData) do
begin
// Reset to lower or left position depending on the drawing-direction
if Direction then // Vertical bars
// FIXME: Is Y the upper or lower coordinate?
PosY := Y //+ (H + Space) * BandLength
else // Horizontal bars
PosX := X;
// Draw the bar as a stack of blocks
for J := 1 to BandData[I] do
begin
// Draw block
glBegin(GL_QUADS);
glVertex3f(PosX, PosY, Z);
glVertex3f(PosX, PosY+H, Z);
glVertex3f(PosX+W, PosY+H, Z);
glVertex3f(PosX+W, PosY, Z);
glEnd;
If (Reflection) AND (J < BandLength div 2) then
begin
Diff := (Y-PosY) + H;
//Draw Reflection
If Direction then
begin
glBegin(GL_QUADS);
glColorRGB(Color, GetAlpha(Diff));
glVertex3f(PosX, Diff + Y + ReflectionSpacing, Z);
glVertex3f(PosX, Diff + Y+H + ReflectionSpacing, Z);
glVertex3f(PosX+W, Diff + Y+H + ReflectionSpacing, Z);
glVertex3f(PosX+W, Diff + Y + ReflectionSpacing, Z);
glColorRGB(Color, GetAlpha(Diff + H));
glEnd;
end
else
begin
glBegin(GL_QUADS);
glColorRGB(Color, GetAlpha(Diff));
glVertex3f(PosX, Diff + Y + (H + Space)*Bands + ReflectionSpacing, Z);
glVertex3f(PosX, Diff + Y+H + (H + Space)*Bands + ReflectionSpacing, Z);
glVertex3f(PosX+W, Diff + Y+H + (H + Space)*Bands + ReflectionSpacing, Z);
glVertex3f(PosX+W, Diff + Y + (H + Space)*Bands + ReflectionSpacing, Z);
glColorRGB(Color, GetAlpha(Diff + H));
glEnd;
end;
glColorRGB(Color, Alpha);
end;
// Calc position of the bar's next block
if Direction then // Vertical bars
PosY := PosY - H - Space
else // Horizontal bars
PosX := PosX + W + Space;
end;
// Calc position of the next bar
if Direction then // Vertical bars
PosX := PosX + W + Space
else // Horizontal bars
PosY := PosY + H + Space;
end;
end;
end;
Procedure Tms_Equalizer.SetBands(Value: Byte);
begin
SetLength(BandData, Value);
end;
Function Tms_Equalizer.GetBands: Byte;
begin
Result := Length(BandData);
end;
Procedure Tms_Equalizer.SetSource(newSource: IAudioPlayback);
begin
If (newSource <> nil) then
Source := newSource;
end;
end.