{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UDraw;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UThemes,
UGraphicClasses;
procedure SingDraw;
procedure SingDrawBackground;
procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
procedure SingDrawLyricHelper(Left, LyricsMid: real);
procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer);
procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
procedure SingDrawPlayerLine(X, Y, W: real; PlayerIndex: integer; Space: integer);
procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, PlayerIndex: integer; Space: integer);
// TimeBar
procedure SingDrawTimeBar();
//Draw Editor NoteLines
procedure EditDrawLine(Left, Top, Right: real; NrLines: 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
TickOld: cardinal;
TickOld2: cardinal;
implementation
uses
SysUtils,
Math,
gl,
TextGL,
UDrawTexture,
UGraphic,
UIni,
ULog,
ULyrics,
UNote,
UMusic,
URecord,
UScreenSing,
UTexture;
procedure SingDrawBackground;
var
Rec: TRecR;
TexRec: TRecR;
begin
if (ScreenSing.Tex_Background.TexNum > 0) then
begin
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
SampleIndex: integer;
Sound: TCaptureBuffer;
MaxX, MaxY: real;
begin;
Sound := AudioInputProcessor.Sound[NrSound];
// Log.LogStatus('Oscilloscope', 'SingDraw');
glColor3f(Skin_OscR, Skin_OscG, Skin_OscB);
{
if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
glColor3f(1, 1, 1);
}
MaxX := W-1;
MaxY := (H-1) / 2;
Sound.LockAnalysisBuffer();
glBegin(GL_LINE_STRIP);
for SampleIndex := 0 to High(Sound.AnalysisBuffer) do
begin
glVertex2f(X + MaxX * SampleIndex/High(Sound.AnalysisBuffer),
Y + MaxY * (1 - Sound.AnalysisBuffer[SampleIndex]/-Low(Smallint)));
end;
glEnd;
Sound.UnlockAnalysisBuffer();
end;
procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
var
Count: integer;
begin
glEnable(GL_BLEND);
glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4);
glBegin(GL_LINES);
for Count := 0 to 9 do
begin
glVertex2f(Left, Top + Count * Space);
glVertex2f(Right, Top + Count * Space);
end;
glEnd;
glDisable(GL_BLEND);
end;
procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer);
var
Count: integer;
TempR: real;
begin
TempR := (Right-Left) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
glEnable(GL_BLEND);
glBegin(GL_LINES);
for Count := Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start to Lines[NrLines].Line[Lines[NrLines].Current].End_ do
begin
if (Count mod Lines[NrLines].Resolution) = Lines[NrLines].NotesGAP then
glColor4f(0, 0, 0, 1)
else
glColor4f(0, 0, 0, 0.3);
glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top);
glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top + 135);
end;
glEnd;
glDisable(GL_BLEND);
end;
// draw blank Notebars
procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
var
Rec: TRecR;
Count: integer;
TempR: real;
PlayerNumber: integer;
GoldenStarPos: real;
lTmpA, lTmpB : real;
begin
// We actually don't have a playernumber in this procedure, it should reside in NrLines - but it is always set to zero
// So we exploit this behavior a bit - we give NrLines the playernumber, keep it in playernumber - and then we set NrLines to zero
// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then
// BUT this is not implemented yet, all notes are drawn! :D
if (ScreenSing.settings.NotesVisible and (1 shl NrLines) <> 0) then
begin
PlayerNumber := NrLines + 1; // Player 1 is 0
NrLines := 0;
// exploit done
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
lTmpA := (Right-Left);
lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
if ( lTmpA > 0 ) and ( lTmpB > 0 ) then
TempR := lTmpA / lTmpB
else
TempR := 0;
with Lines[NrLines].Line[Lines[NrLines].Current] do
begin
for Count := 0 to HighNote do
begin
with Note[Count] do
begin
if NoteType <> ntFreestyle then
begin
if Ini.EffectSing = 0 then
// If Golden note Effect of then Change not Color
begin
case NoteType of
ntNormal: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
ntGolden: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could
end; // case
end //Else all Notes same Color
else
glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
// left part
Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH;
Rec.Bottom := Rec.Top + 2 * NotesH;
glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
//We keep the postion of the top left corner b4 it's overwritten
GoldenStarPos := Rec.Left;
//done
// middle part
Rec.Left := Rec.Right;
Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// right part
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// Golden Star Patch
if (NoteType = ntGolden) and (Ini.EffectSing=1) then
begin
GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom);
end;
end; // if not FreeStyle
end; // with
end; // for
end; // with
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
end;
// draw sung notes
procedure SingDrawPlayerLine(X, Y, W: real; PlayerIndex: integer; Space: integer);
var
TempR: real;
Rec: TRecR;
N: integer;
// R, G, B, 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].LengthNote > 0 then
begin
TempR := W / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].Note[0].Start);
for N := 0 to Player[PlayerIndex].HighNote do
begin
with Player[PlayerIndex].Note[N] do
begin
// Left part of note
Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
// Draw it in half size, if not hit
if Hit then
begin
NotesH2 := NotesH
end
else
begin
NotesH2 := int(NotesH * 0.65);
end;
Rec.Top := Y - (Tone-Lines[0].Line[Lines[0].Current].BaseNote)*Space/2 - NotesH2;
Rec.Bottom := Rec.Top + 2 * NotesH2;
// draw the left part
glColor3f(1, 1, 1);
glBindTexture(GL_TEXTURE_2D, Tex_Left[PlayerIndex+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;
// Middle part of the note
Rec.Left := Rec.Right;
Rec.Right := X + (Start+Length-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR - NotesW - 0.5 + 10*ScreenX;
// new
if (Start+Length-1 = LyricsState.CurrentBeatD) then
Rec.Right := Rec.Right - (1-Frac(LyricsState.MidBeatD)) * TempR;
// the left note is more right than the right note itself, sounds weird - so we fix that xD
if Rec.Right <= Rec.Left then
Rec.Right := Rec.Left;
// draw the middle part
glBindTexture(GL_TEXTURE_2D, Tex_Mid[PlayerIndex+1].TexNum);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glColor3f(1, 1, 1);
// the right part of the note
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
glBindTexture(GL_TEXTURE_2D, Tex_Right[PlayerIndex+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;
// Perfect note is stored
if Perfect and (Ini.EffectSing=1) then
begin
//A := 1 - 2*(LyricsState.GetCurrentTime() - GetTimeFromBeat(Start+Length));
if not (Start+Length-1 = LyricsState.CurrentBeatD) then
begin
//Star animation counter
//inc(Starfr);
//Starfr := Starfr mod 128;
GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
end;
end;
end; // with
end; // for
// actually we need a comparison here, to determine if the singing process
// is ahead Rec.Right even if there is no singing
if (Ini.EffectSing = 1) then
GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, PlayerIndex);
end; // if
end;
//draw Note glow
procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, PlayerIndex: integer; Space: integer);
var
Rec: TRecR;
Count: integer;
TempR: real;
X1, X2, X3, X4: real;
W, H: real;
lTmpA, lTmpB: real;
begin
if (ScreenSing.settings.NotesVisible and (1 shl PlayerIndex) <> 0) then
begin
glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 );
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
lTmpA := (Right-Left);
lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
if ( lTmpA > 0 ) and ( lTmpB > 0 ) then
TempR := lTmpA / lTmpB
else
TempR := 0;
with Lines[NrLines].Line[Lines[NrLines].Current] do
begin
for Count := 0 to HighNote do
begin
with Note[Count] do
begin
if NoteType <> ntFreestyle then
begin
// begin: 14, 20
// easy: 6, 11
W := NotesW * 2 + 2;
H := NotesH * 1.5 + 3.5;
X2 := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX + 4;
X1 := X2-W;
X3 := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4;
X4 := X3+W;
// left
Rec.Left := X1;
Rec.Right := X2;
Rec.Top := Top - (Tone-BaseNote)*Space/2 - H;
Rec.Bottom := Rec.Top + 2 * H;
glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[PlayerIndex+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;
// middle part
Rec.Left := X2;
Rec.Right := X3;
glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[PlayerIndex+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;
// right part
Rec.Left := X3;
Rec.Right := X4;
glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[PlayerIndex+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;
(**
* Draws the lyrics helper bar.
* Left: position the bar starts at
* LyricsMid: the middle of the lyrics relative to the position Left
*)
procedure SingDrawLyricHelper(Left, LyricsMid: real);
var
Bounds: TRecR; // bounds of the lyric help bar
BarProgress: real; // progress of the lyrics helper
BarMoveDelta: real; // current beat relative to the beat the bar starts to move at
BarAlpha: real; // transparency
CurLine: PLine; // current lyric line (beat specific)
LineWidth: real; // lyric line width
FirstNoteBeat: integer; // beat of the first note in the current line
FirstNoteDelta: integer; // time in beats between the start of the current line and its first note
MoveStartX: real; // x-pos. the bar starts to move from
MoveDist: real; // number of pixels the bar will move
LyricEngine: TLyricEngine;
const
BarWidth = 50; // width of the lyric helper bar
BarHeight = 30; // height of the lyric helper bar
BarMoveLimit = 40; // max. number of beats remaining before the bar starts to move
begin
// get current lyrics line and the time in beats of its first note
CurLine := @Lines[0].Line[Lines[0].Current];
// FIXME: accessing ScreenSing is not that generic
LyricEngine := ScreenSing.Lyrics;
// do not draw the lyrics helper if the current line does not contain any note
if (Length(CurLine.Note) > 0) then
begin
// start beat of the first note of this line
FirstNoteBeat := CurLine.Note[0].Start;
// time in beats between the start of the current line and its first note
FirstNoteDelta := FirstNoteBeat - CurLine.Start;
// beats from current beat to the first note of the line
BarMoveDelta := FirstNoteBeat - LyricsState.MidBeat;
if (FirstNoteDelta > 8) and // if the wait-time is large enough
(BarMoveDelta > 0) then // and the first note of the line is not reached
begin
// let the bar blink to the beat
BarAlpha := 0.75 + cos(BarMoveDelta/2) * 0.25;
// if the number of beats to the first note is too big,
// the bar stays on the left side.
if (BarMoveDelta > BarMoveLimit) then
BarMoveDelta := BarMoveLimit;
// limit number of beats the bar moves
if (FirstNoteDelta > BarMoveLimit) then
FirstNoteDelta := BarMoveLimit;
// calc bar progress
BarProgress := 1 - BarMoveDelta / FirstNoteDelta;
// retrieve the width of the upper lyrics line on the display
if (LyricEngine.GetUpperLine() <> nil) then
LineWidth := LyricEngine.GetUpperLine().Width
else
LineWidth := 0;
// distance the bar will move (LyricRec.Left to beginning of text)
MoveDist := LyricsMid - LineWidth / 2 - BarWidth;
// if the line is too long the helper might move from right to left
// so we have to assure the start position is left of the text.
if (MoveDist >= 0) then
MoveStartX := Left
else
MoveStartX := Left + MoveDist;
// determine lyric help bar position and size
Bounds.Left := MoveStartX + BarProgress * MoveDist;
Bounds.Right := Bounds.Left + BarWidth;
Bounds.Top := Theme.LyricBar.IndicatorYOffset + Theme.LyricBar.UpperY ;
Bounds.Bottom := Bounds.Top + BarHeight + 3;
// draw lyric help bar
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, BarAlpha);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Bounds.Left, Bounds.Top);
glTexCoord2f(0, 1); glVertex2f(Bounds.Left, Bounds.Bottom);
glTexCoord2f(1, 1); glVertex2f(Bounds.Right, Bounds.Bottom);
glTexCoord2f(1, 0); glVertex2f(Bounds.Right, Bounds.Top);
glEnd;
glDisable(GL_BLEND);
end;
end;
end;
procedure SingDraw;
var
NR: TRecR; // lyrics area bounds (NR = NoteRec?)
LyricEngine: TLyricEngine;
begin
// positions
if Ini.SingWindow = 0 then
NR.Left := 120
else
NR.Left := 20;
NR.Right := 780;
NR.Width := NR.Right - NR.Left;
NR.WMid := NR.Width / 2;
NR.Mid := NR.Left + NR.WMid;
// FIXME: accessing ScreenSing is not that generic
LyricEngine := ScreenSing.Lyrics;
// draw time-bar
SingDrawTimeBar();
// draw note-lines
// to-do : needs fix when party mode works w/ 2 screens
if (PlayersPlay = 1) and (Ini.NoteLines = 1) and (ScreenSing.settings.NotesVisible and (1) <> 0) then
SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P2_NotesB - 105, NR.Right + 10*ScreenX, 15);
if ((PlayersPlay = 2) or (PlayersPlay = 4)) and (Ini.NoteLines = 1) then
begin
if (ScreenSing.settings.NotesVisible and (1 shl 0) <> 0) then
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
if (ScreenSing.settings.NotesVisible and (1 shl 1) <> 0) then
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
end;
if ((PlayersPlay = 3) or (PlayersPlay = 6)) and (Ini.NoteLines = 1) then begin
if (ScreenSing.settings.NotesVisible and (1 shl 0) <> 0) then
SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
if (ScreenSing.settings.NotesVisible and (1 shl 1) <> 0) then
SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
if (ScreenSing.settings.NotesVisible and (1 shl 2) <> 0) then
SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
end;
// draw Lyrics
LyricEngine.Draw(LyricsState.MidBeat);
SingDrawLyricHelper(NR.Left, NR.WMid);
// 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;
// Set the note heights according to the difficulty level
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;
// Draw the Notes
if PlayersPlay = 1 then
begin
SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor
SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor
SingDrawPlayerLine(NR.Left + 20, Skin_P2_NotesB, NR.Width - 40, 0, 15); // imho the sung notes
end;
if PlayersPlay = 2 then
begin
SingDrawPlayerBGLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 0, 15);
SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 1, 15);
SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
SingDrawPlayerLine(NR.Left + 20, Skin_P1_NotesB, NR.Width - 40, 0, 15);
SingDrawPlayerLine(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;
SingDrawPlayerBGLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 0, 12);
SingDrawPlayerBGLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 1, 12);
SingDrawPlayerBGLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 2, 12);
SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
SingDrawPlayerLine(NR.Left + 20, 120+95, NR.Width - 40, 0, 12);
SingDrawPlayerLine(NR.Left + 20, 245+95, NR.Width - 40, 1, 12);
SingDrawPlayerLine(NR.Left + 20, 370+95, NR.Width - 40, 2, 12);
end;
if PlayersPlay = 4 then
begin
if ScreenAct = 1 then
begin
SingDrawPlayerBGLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 0, 15);
SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 1, 15);
end;
if ScreenAct = 2 then
begin
SingDrawPlayerBGLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 2, 15);
SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 3, 15);
end;
if ScreenAct = 1 then
begin
SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
end;
if ScreenAct = 2 then
begin
SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15);
SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15);
end;
if ScreenAct = 1 then
begin
SingDrawPlayerLine(NR.Left + 20, Skin_P1_NotesB, NR.Width - 40, 0, 15);
SingDrawPlayerLine(NR.Left + 20, Skin_P2_NotesB, NR.Width - 40, 1, 15);
end;
if ScreenAct = 2 then
begin
SingDrawPlayerLine(NR.Left + 20, Skin_P1_NotesB, NR.Width - 40, 2, 15);
SingDrawPlayerLine(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
SingDrawPlayerBGLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 0, 12);
SingDrawPlayerBGLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 1, 12);
SingDrawPlayerBGLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 2, 12);
end;
if ScreenAct = 2 then
begin
SingDrawPlayerBGLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 3, 12);
SingDrawPlayerBGLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 4, 12);
SingDrawPlayerBGLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 5, 12);
end;
if ScreenAct = 1 then
begin
SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
end;
if ScreenAct = 2 then
begin
SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 3, 12);
SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 4, 12);
SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 5, 12);
end;
if ScreenAct = 1 then
begin
SingDrawPlayerLine(NR.Left + 20, 120+95, NR.Width - 40, 0, 12);
SingDrawPlayerLine(NR.Left + 20, 245+95, NR.Width - 40, 1, 12);
SingDrawPlayerLine(NR.Left + 20, 370+95, NR.Width - 40, 2, 12);
end;
if ScreenAct = 2 then
begin
SingDrawPlayerLine(NR.Left + 20, 120+95, NR.Width - 40, 3, 12);
SingDrawPlayerLine(NR.Left + 20, 245+95, NR.Width - 40, 4, 12);
SingDrawPlayerLine(NR.Left + 20, 370+95, NR.Width - 40, 5, 12);
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(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
case Percent of
0..22: begin
R := 1;
G := 0;
B := 0;
end;
23..42: begin
R := 1;
G := ((Percent-23)/100)*5;
B := 0;
end;
43..57: begin
R := 1;
G := 1;
B := 0;
end;
58..77: begin
R := 1-(Percent - 58)/100*5;
G := 1;
B := 0;
end;
78..99: begin
R := 0;
G := 1;
B := 0;
end;
end; //case
glColor4f(R, G, B, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum);
//Size= Player[PlayerNum].ScorePercent of W
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y+H);
glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H);
glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y);
glEnd;
//SingBar Front
glColor4f(1, 1, 1, 0.6);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y+H);
glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
glTexCoord2f(1, 0); glVertex2f(X+W, Y);
glEnd;
end;
//end Singbar Mod
//PhrasenBonus - Line Bonus Pop Up
procedure SingDrawLineBonus(const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: integer);
var
Length, X2: real; //Length of Text
Size: integer; //Size of Popup
begin
if Alpha <> 0 then
begin
//Set Font Propertys
SetFontStyle(2); //Font: Outlined1
if Age < 5 then
SetFontSize((Age + 1) * 3)
else
SetFontSize(18);
SetFontItalic(False);
//Check Font Size
Length := glTextWidth (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
glColor4f(1, 1, 1, Alpha);
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[2].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 (Text);
end;
end;
//PhrasenBonus - Line Bonus Mod}
// Draw Note Bars for Editor
// There are 11 reasons for a new procedure: (nice binary :D )
// 1. It does not 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. It is easier and faster then changing the old procedure
procedure EditDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
var
Rec: TRecR;
Count: integer;
TempR: 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) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
with Lines[NrLines].Line[Lines[NrLines].Current] do
begin
for Count := 0 to HighNote do
begin
with Note[Count] do
begin
// Golden Note Patch
case NoteType of
ntFreestyle: glColor4f(1, 1, 1, 0.35);
ntNormal: glColor4f(1, 1, 1, 0.85);
ntGolden: Glcolor4f(1, 1, 0.3, 0.85);
end; // case
// left part
Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Tone-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;
GoldenStarPos := Rec.Left;
// middle part
Rec.Left := Rec.Right;
Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * 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;
// 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;
if (NoteType = ntGolden) and (Ini.EffectSing=1) then
begin
GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom);
end;
end; // with
end; // for
end; // with
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
procedure SingDrawTimeBar();
var
x, y: real;
width, height: real;
LyricsProgress: real;
CurLyricsTime: real;
begin
x := Theme.Sing.StaticTimeProgress.x;
y := Theme.Sing.StaticTimeProgress.y;
width := Theme.Sing.StaticTimeProgress.w;
height := Theme.Sing.StaticTimeProgress.h;
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);
CurLyricsTime := LyricsState.GetCurrentTime();
if (CurLyricsTime > 0) and
(LyricsState.TotalTime > 0) then
begin
LyricsProgress := CurLyricsTime / LyricsState.TotalTime;
glTexCoord2f((width * LyricsProgress) / 8, 0);
glVertex2f(x + width * LyricsProgress, y);
glTexCoord2f((width * LyricsProgress) / 8, 1);
glVertex2f(x + width * LyricsProgress, y + height);
end;
glTexCoord2f(0, 1);
glVertex2f(x, y + height);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glcolor4f(1, 1, 1, 1);
end;
end.