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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-20 07:19:45 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-20 07:19:45 +0000
commit26d8c209beba866f111a9d047bf1a70fe245b75d (patch)
treef495ba1a88a205e0e8ac5f80749a312d7237cf26 /Game/Code/Classes/ULyrics.pas
parent0a0728b1bc280ed0e2e932b4d8f3b3b151aa62a8 (diff)
downloadusdx-26d8c209beba866f111a9d047bf1a70fe245b75d.tar.gz
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new lyrics stuff; it's broken (lyrics don't show) and in "debug" mode (weird stuff going on in the singscreen) but i'm tired of editing conflicts
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@412 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/ULyrics.pas777
1 files changed, 462 insertions, 315 deletions
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas
index 64762265..5cf6114d 100644
--- a/Game/Code/Classes/ULyrics.pas
+++ b/Game/Code/Classes/ULyrics.pas
@@ -1,390 +1,537 @@
unit ULyrics;
interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-uses SysUtils,
- OpenGL12,
- UMusic;
+uses OpenGL12, UTexture, UThemes, UMusic;
type
- TWord = record
- X: real;
- Y: real;
- Size: real;
- Width: real;
- Text: string;
- ColR: real;
- ColG: real;
- ColB: real;
- Scale: real;
- Done: real;
- FontStyle: integer;
- Italic: boolean;
- Selected: boolean;
+ 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;
- TLyric = class
+ TLyricEngine = class
private
- AlignI: integer;
- XR: real;
- YR: real;
- SizeR: real;
- SelectedI: integer;
- ScaleR: real;
- StyleI: integer; // 0 - one selection, 1 - long selection, 2 - one selection with fade to normal text, 3 - long selection with fade with color from left
- FontStyleI: integer; // font number
- Word: array of TWord;
- procedure SetX(Value: real);
- procedure SetY(Value: real);
- function GetClientX: real;
- procedure SetAlign(Value: integer);
- function GetSize: real;
- procedure SetSize(Value: real);
- procedure SetSelected(Value: integer);
- procedure SetDone(Value: real);
- procedure SetScale(Value: real);
- procedure SetStyle(Value: integer);
- procedure SetFStyle(Value: integer);
- procedure Refresh;
- procedure DrawNormal(W: integer);
- procedure DrawPlain(W: integer);
- procedure DrawScaled(W: integer);
- procedure DrawSlide(W: integer);
+ 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
- ColR: real;
- ColG: real;
- ColB: real;
- ColSR: real;
- ColSG: real;
- ColSB: real;
- Italic: boolean;
- Text: string; // LCD
-
- procedure AddWord(Text: string); // Moved from published, lazarus didnt like it
- procedure AddCzesc(NrCzesci: integer);
-
- function SelectedLetter: integer; // LCD
- function SelectedLength: integer; // LCD
-
- procedure Clear;
- procedure Draw;
-
- published
- property X: real write SetX;
- property Y: real write SetY;
- property ClientX: real read GetClientX;
- property Align: integer write SetAlign;
- property Size: real read GetSize write SetSize;
- property Selected: integer read SelectedI write SetSelected;
- property Done: real write SetDone;
- property Scale: real write SetScale;
- property Style: integer write SetStyle;
- property FontStyle: integer write SetFStyle;
+ //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;
-var
- Lyric: TLyric;
+const LyricTexStart = 2/512;
implementation
-uses TextGL, UGraphic, UDrawTexture;
+uses SysUtils, USkins, TextGL, UGraphic, UDisplay, dialogs;
-procedure TLyric.SetX(Value: real);
+//-----------
+//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
+//-----------
+procedure glColorRGB(Color: TRGB); overload;
begin
- XR := Value;
+ glColor3f(Color.R, Color.G, Color.B);
end;
-procedure TLyric.SetY(Value: real);
+procedure glColorRGB(Color: TRGBA); overload;
begin
- YR := Value;
+ glColor4f(Color.R, Color.G, Color.B, Color.A);
end;
-function TLyric.GetClientX: real;
+
+
+//---------------
+// Create - Constructor, just get Memory
+//---------------
+Constructor TLyricEngine.Create;
begin
- Result := Word[0].X;
+ 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;
-procedure TLyric.SetAlign(Value: integer);
+Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
begin
- AlignI := Value;
-// if AlignInt = 0 then beep;
+ Create;
+ UpperLineX := ULX;
+ UpperLineW := ULW;
+ UpperLineY := ULY;
+ UpperLineSize := Trunc(ULS);
+
+ LowerLineX := LLX;
+ LowerLineW := LLW;
+ LowerLineY := LLY;
+ LowerLineSize := Trunc(LLS);
+ LoadTextures;
end;
-function TLyric.GetSize: real;
+
+//---------------
+// Free - Frees Memory
+//---------------
+Destructor TLyricEngine.Free;
begin
- Result := SizeR;
+
end;
-procedure TLyric.SetSize(Value: real);
+//---------------
+// Clear - Clears all cached Song specific Information
+//---------------
+Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
begin
- SizeR := Value;
+ BPM := cBPM;
+ Resolution := cResolution;
+ LCounter := 0;
+ inQueue := False;
+
+ UpperLine.Done := True;
+ LowerLine.Done := True;
+ QueueLine.Done := True;
+
+ PUpperline:=@UpperLine;
+ PLowerLine:=@LowerLine;
+ PQueueLine:=@QueueLine;
end;
-procedure TLyric.SetSelected(Value: integer);
+
+//---------------
+// LoadTextures - Load Player Textures and Create Lyric Textures
+//---------------
+Procedure TLyricEngine.LoadTextures;
var
- W: integer;
-begin
- if (StyleI = 0) or (StyleI = 2) or (StyleI = 4) then begin
- if (SelectedI > -1) and (SelectedI <= High(Word)) then begin
- Word[SelectedI].Selected := false;
- Word[SelectedI].ColR := ColR;
- Word[SelectedI].ColG := ColG;
- Word[SelectedI].ColB := ColB;
- Word[SelectedI].Done := 0;
- end;
+ I: Integer;
+ PTexData: Pointer;
- SelectedI := Value;
- if (Value > -1) and (Value <= High(Word)) then begin
- Word[Value].Selected := true;
- Word[Value].ColR := ColSR;
- Word[Value].ColG := ColSG;
- Word[Value].ColB := ColSB;
- Word[Value].Scale := ScaleR;
- end;
- end;
+ function CreateLineTex: glUint;
+ begin
+ GetMem(pTexData, 1024*128*4); //get Memory to save Tex in
- if (StyleI = 1) or (StyleI = 3) then begin
- if (SelectedI > -1) and (SelectedI <= High(Word)) then begin
- for W := SelectedI to High(Word) do begin
- Word[W].Selected := false;
- Word[W].ColR := ColR;
- Word[W].ColG := ColG;
- Word[W].ColB := ColB;
- Word[W].Done := 0;
- end;
- end;
+ //generate and bind Texture
+ glGenTextures(1, Result);
+ glBindTexture(GL_TEXTURE_2D, Result);
- SelectedI := Value;
- if (Value > -1) and (Value <= High(Word)) then begin
- for W := 0 to Value do begin
- Word[W].Selected := true;
- Word[W].ColR := ColSR;
- Word[W].ColG := ColSG;
- Word[W].ColB := ColSB;
- Word[W].Scale := ScaleR;
- Word[W].Done := 1;
- end;
+ //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);
- Refresh;
-end;
+ //Load Texture of the Ball for cur. Word hover in Ballmode
+ BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
-procedure TLyric.SetDone(Value: real);
-var
- W: integer;
-begin
- W := SelectedI;
- if W > -1 then
- Word[W].Done := Value;
-end;
+ //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;
-procedure TLyric.SetScale(Value: real);
-begin
- ScaleR := Value;
-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;
-procedure TLyric.SetStyle(Value: integer);
-begin
- StyleI := Value;
+ //Create LineTexs
+ UpperLine.Tex := CreateLineTex;
+ LowerLine.Tex := CreateLineTex;
+ QueueLine.Tex := CreateLineTex;
end;
-procedure TLyric.SetFStyle(Value: integer);
-begin
- FontStyleI := Value;
-end;
-procedure TLyric.AddWord(Text: string);
+//---------------
+// AddLine - Adds LyricLine to queue
+//---------------
+Procedure TLyricEngine.AddLine(Line: PLine);
var
- WordNum: integer;
+ LyricLine: PLyricLine;
+ I: Integer;
+ countNotes: Cardinal;
+ PosX: Real;
+ Viewport: Array[0..3] of Integer;
begin
- WordNum := Length(Word);
- SetLength(Word, WordNum + 1);
- if WordNum = 0 then begin
- Word[WordNum].X := XR;
- end else begin
- Word[WordNum].X := Word[WordNum - 1].X + Word[WordNum - 1].Width;
+ //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;
- Word[WordNum].Y := YR;
- Word[WordNum].Size := SizeR;
- Word[WordNum].FontStyle := FontStyleI; // new
- SetFontStyle(FontStyleI);
- SetFontSize(SizeR);
- Word[WordNum].Width := glTextWidth(pchar(Text));
- Word[WordNum].Text := Text;
- Word[WordNum].ColR := ColR;
- Word[WordNum].ColG := ColG;
- Word[WordNum].ColB := ColB;
- Word[WordNum].Scale := 1;
- Word[WordNum].Done := 0;
- Word[WordNum].Italic := Italic;
-
- Refresh;
-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;
-procedure TLyric.AddCzesc(NrCzesci: integer);
-var
- N: integer;
-begin
- Clear;
- for N := 0 to Czesci[0].Czesc[NrCzesci].HighNut do begin
- Italic := Czesci[0].Czesc[NrCzesci].Nuta[N].FreeStyle;
- AddWord(Czesci[0].Czesc[NrCzesci].Nuta[N].Tekst);
- Text := Text + Czesci[0].Czesc[NrCzesci].Nuta[N].Tekst;
- end;
- Selected := -1;
-end;
+ //Set Font Params
+ SetFontStyle(FontStyle);
+ SetFontPos(0, 0);
+ LyricLine.Size := UpperLineSize;
+ SetFontSize(LyricLine.Size);
+ SetFontItalic(False);
+ glColor4f(1, 1, 1, 1);
-procedure TLyric.Clear;
-begin
-{ ColR := Skin_FontR;
- ColG := Skin_FontG;
- ColB := Skin_FontB;}
- SetLength(Word, 0);
- Text := '';
- SelectedI := -1;
-end;
+ //Change Fontsize to Fit the Screen
+ While (LyricLine.Width > 508) do
+ begin
+ Dec(LyricLine.Size);
-procedure TLyric.Refresh;
-var
- W: integer;
- TotWidth: real;
-begin
- if AlignI = 1 then begin
- TotWidth := 0;
- for W := 0 to High(Word) do
- TotWidth := TotWidth + Word[W].Width;
-
- Word[0].X := XR - TotWidth / 2;
- for W := 1 to High(Word) do
- Word[W].X := Word[W - 1].X + Word[W - 1].Width;
+ 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;
-end;
-procedure TLyric.Draw;
-var
- W: integer;
-begin
- case StyleI of
- 0:
- begin
- for W := 0 to High(Word) do
- DrawNormal(W);
- end;
- 1:
- begin
- for W := 0 to High(Word) do
- DrawPlain(W);
- end;
- 2: // zoom
- begin
- for W := 0 to High(Word) do
- if not Word[W].Selected then
- DrawNormal(W);
-
- for W := 0 to High(Word) do
- if Word[W].Selected then
- DrawScaled(W);
- end;
- 3: // slide
- begin
- for W := 0 to High(Word) do begin
- if not Word[W].Selected then
- DrawNormal(W)
- else
- DrawSlide(W);
- end;
- end;
- 4: // ball
- begin
- for W := 0 to High(Word) do
- DrawNormal(W);
-
- for W := 0 to High(Word) do
- if Word[W].Selected then begin
- Tex_Ball.X := (Word[W].X - 10) + Word[W].Done * Word[W].Width;
- Tex_Ball.Y := 480 - 10*sin(Word[W].Done * pi);
- Tex_Ball.W := 20;
- Tex_Ball.H := 20;
- DrawTexture(Tex_Ball);
- end;
- end;
- end; // case
+ //Increase the Counter
+ Inc(LCounter);
end;
-procedure TLyric.DrawNormal(W: integer);
-begin
- SetFontStyle(Word[W].FontStyle);
- SetFontPos(Word[W].X+ 10*ScreenX, Word[W].Y);
- SetFontSize(Word[W].Size);
- SetFontItalic(Word[W].Italic);
- glColor3f(Word[W].ColR, Word[W].ColG, Word[W].ColB);
- glPrint(pchar(Word[W].Text));
-end;
-procedure TLyric.DrawPlain(W: integer);
-var
- D: real;
+//---------------
+// 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
- D := Word[W].Done; // przyrost
- SetFontStyle(Word[W].FontStyle);
- SetFontPos(Word[W].X, Word[W].Y);
- SetFontSize(Word[W].Size);
- SetFontItalic(Word[W].Italic);
+ DrawLyrics(Beat);
- if D = 0 then
- glColor3f(ColR, ColG, ColB)
- else
- glColor3f(ColSR, ColSG, ColSB);
+ 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);
- glPrint(pchar(Word[W].Text));
end;
-procedure TLyric.DrawScaled(W: integer);
-var
- D: real;
+//---------------
+// DrawLyrics(private) - Helper for Draw; main Drawing procedure
+//---------------
+procedure TLyricEngine.DrawLyrics (Beat: Real);
begin
- // previous plus dynamic scaling effect
- D := 1-Word[W].Done; // przyrost
- SetFontStyle(Word[W].FontStyle);
- SetFontPos(Word[W].X - D * Word[W].Width * (Word[W].Scale - 1) / 2 + (D+1)*10*ScreenX, Word[W].Y - D * 1.5 * Word[W].Size *(Word[W].Scale - 1));
- SetFontSize(Word[W].Size + D * (Word[W].Size * Word[W].Scale - Word[W].Size));
- SetFontItalic(Word[W].Italic);
- glColor3f(Word[W].ColR, Word[W].ColG, Word[W].ColB);
- glPrint(pchar(Word[W].Text))
+ DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, Upperline, Beat);
+ DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, Lowerline, Beat);
end;
-procedure TLyric.DrawSlide(W: integer);
-var
- D: real;
+//---------------
+// 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
- D := Word[W].Done; // przyrost
- SetFontStyle(Word[W].FontStyle);
- SetFontPos(Word[W].X, Word[W].Y);
- SetFontSize(Word[W].Size);
- SetFontItalic(Word[W].Italic);
- glColor3f(Word[W].ColR, Word[W].ColG, Word[W].ColB);
- glPrintDone(pchar(Word[W].Text), D, ColR, ColG, ColB);
+ 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;
-
-function TLyric.SelectedLetter; // LCD
+//---------------
+// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
+//---------------
+procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: TLyricLine; Beat: Real);
var
- W: integer;
+ 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
- Result := 1;
- for W := 0 to SelectedI-1 do
- Result := Result + Length(Word[W].Text);
-end;
+{ 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
-function TLyric.SelectedLength: integer; // LCD
-begin
- Result := Length(Word[SelectedI].Text);
+ 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.
+