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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-14 17:59:05 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-14 17:59:05 +0000
commit0bcdf75127be434454720fc14188234aff632786 (patch)
treec4ce39a192bf9164379e2f3ce4979c60a31434c1 /Game/Code
parenta0e968dadb9565bc6a10417664b379c65c2dd7f1 (diff)
downloadusdx-0bcdf75127be434454720fc14188234aff632786.tar.gz
usdx-0bcdf75127be434454720fc14188234aff632786.tar.xz
usdx-0bcdf75127be434454720fc14188234aff632786.zip
- conversion of TLyricLine into a class.
- Added GetLowerLine/GetUpperLine. - cleanup git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1192 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/ULyrics.pas283
1 files changed, 149 insertions, 134 deletions
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas
index dff7dec1..e5427773 100644
--- a/Game/Code/Classes/ULyrics.pas
+++ b/Game/Code/Classes/ULyrics.pas
@@ -26,21 +26,21 @@ type
end;
ALyricWord = array of TLyricWord;
- PLyricLine = ^TLyricLine;
- TLyricLine = record
- Text: String; // text
- Tex: glUInt; // texture of the text
- Width: Real; // width
- Size: Byte; // fontsize
- Words: ALyricWord; // words in this line
- CurWord: Integer; // current active word idx (only valid if line is active)
- Start: Cardinal; // start of this line in quarters
- Length: Cardinal; // length in quarters
- HasFreestyle: Boolean; // one or more word are freestyle?
- CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line
- Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
- Done: Boolean; // is sentence already sung?
- LastLine: Boolean; // is this the last line ob the song?
+ TLyricLine = class
+ public
+ Text: String; // text
+ Tex: glUInt; // texture of the text
+ Width: Real; // width
+ Size: Byte; // fontsize
+ Words: ALyricWord; // words in this line
+ CurWord: Integer; // current active word idx (only valid if line is active)
+ Start: Cardinal; // start of this line in quarters
+ Length: Cardinal; // length in quarters
+ HasFreestyle: Boolean; // one or more word are freestyle?
+ CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line
+ Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
+ Done: Boolean; // is sentence already sung?
+ LastLine: Boolean; // is this the last line ob the song?
end;
TLyricEngine = class
@@ -50,14 +50,13 @@ type
UpperLine: TLyricLine; // first line displayed (top)
LowerLine: TLyricLine; // second lind displayed (bottom)
QueueLine: TLyricLine; // third line (queue and will be displayed when next line is finished)
- PUpperLine, PLowerLine, PQueueLine: PLyricLine;
IndicatorTex: TTexture; // texture for lyric indikator
BallTex: TTexture; // texture of the ball for the lyric effect
-
- inQueue: Boolean; // is line in queue
+
+ inQueue: Boolean; // is line in queue
LCounter: Word; // line counter
-
+
// duet mode - textures for player icons
PlayerIconTex: array[0..5] of // player idx
array [0..1] of // enabled disabled
@@ -66,10 +65,10 @@ type
//Some helper Procedures for Lyric Drawing
procedure DrawLyrics (Beat: Real);
- procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
- procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
- procedure DrawBall(const XBall, YBall, Alpha:Real);
-
+ procedure DrawLyricsLine(X, W, Y: Real; Size: Byte; Line: TLyricLine; Beat: Real);
+ procedure DrawPlayerIcon(Player: Byte; Enabled: Boolean; X, Y, Size, Alpha: Real);
+ procedure DrawBall(XBall, YBall, Alpha:Real);
+
public
// positions, line specific settings
UpperLineX: Real; //X Start Pos of UpperLine
@@ -100,21 +99,23 @@ type
BPM: Real;
Resolution: Integer;
-
// properties to easily read options of this class
property LineinQueue: Boolean read inQueue; // line in queue?
property LineCounter: Word read LCounter; // lines that were progressed so far (after last clear)
-
- Procedure AddLine(Line: PLine); // adds a line to the queue, if there is space
- Procedure Draw (Beat: Real); // draw the current (active at beat) lyrics
-
- Procedure Clear (const cBPM: Real = 0; // clears all cached song specific information
- const cResolution: Integer = 0);
-
- Constructor Create; overload;
- Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload;
- Procedure LoadTextures;
- Destructor Destroy; override;
+
+ procedure AddLine(Line: PLine); // adds a line to the queue, if there is space
+ procedure Draw (Beat: Real); // draw the current (active at beat) lyrics
+
+ // clears all cached song specific information
+ procedure Clear(cBPM: Real = 0; cResolution: Integer = 0);
+
+ function GetUpperLine(): TLyricLine;
+ function GetLowerLine(): TLyricLine;
+
+ constructor Create; overload;
+ constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS: Real); overload;
+ procedure LoadTextures;
+ destructor Destroy; override;
end;
implementation
@@ -155,7 +156,7 @@ end;
//---------------
// Create - Constructor, just get Memory
//---------------
-Constructor TLyricEngine.Create;
+constructor TLyricEngine.Create;
begin
inherited;
@@ -164,20 +165,22 @@ begin
LCounter := 0;
inQueue := False;
+ UpperLine := TLyricLine.Create;
+ LowerLine := TLyricLine.Create;
+ QueueLine := TLyricLine.Create;
+
UpperLine.Done := True;
LowerLine.Done := True;
QueueLine.Done := True;
- PUpperline:=@UpperLine;
- PLowerLine:=@LowerLine;
- PQueueLine:=@QueueLine;
UseLinearFilter := True;
LastDrawBeat:=0;
end;
-Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
+constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
begin
Create;
+
UpperLineX := ULX;
UpperLineW := ULW;
UpperLineY := ULY;
@@ -187,6 +190,7 @@ begin
LowerLineW := LLW;
LowerLineY := LLY;
LowerLineSize := Trunc(LLS);
+
LoadTextures;
end;
@@ -194,15 +198,18 @@ end;
//---------------
// Destroy - Frees Memory
//---------------
-Destructor TLyricEngine.Destroy;
+destructor TLyricEngine.Destroy;
begin
+ UpperLine.Free;
+ LowerLine.Free;
+ QueueLine.Free;
inherited;
end;
//---------------
// Clear - Clears all cached Song specific Information
//---------------
-Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
+procedure TLyricEngine.Clear(cBPM: Real; cResolution: Integer);
begin
BPM := cBPM;
Resolution := cResolution;
@@ -212,10 +219,6 @@ begin
UpperLine.Done := True;
LowerLine.Done := True;
QueueLine.Done := True;
-
- PUpperline:=@UpperLine;
- PLowerLine:=@LowerLine;
- PQueueLine:=@QueueLine;
LastDrawBeat:=0;
end;
@@ -224,7 +227,7 @@ end;
//---------------
// LoadTextures - Load Player Textures and Create Lyric Textures
//---------------
-Procedure TLyricEngine.LoadTextures;
+procedure TLyricEngine.LoadTextures;
var
I: Integer;
@@ -283,47 +286,48 @@ end;
//---------------
Procedure TLyricEngine.AddLine(Line: PLine);
var
- LyricLine: PLyricLine;
+ LyricLine: TLyricLine;
countNotes: Cardinal;
Viewport: Array[0..3] of Integer;
-
+
PosX: Real;
I: Integer;
-
- function CalcWidth(LyricLine: PLyricLine): Real;
+
+ function CalcWidth(LyricLine: TLyricLine): Real;
begin
Result := glTextWidth(PChar(LyricLine.Text));
-
+
Result := Result + (LyricLine.CountFreestyle * 10);
-
+
// if the line ends with a freestyle not, then leave the place to finish to draw the text italic
if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then
Result := Result + 12;
end;
+
begin
// only add lines, if there is space
If not LineinQueue then
begin
// set pointer to line to write
-
+
If (LineCounter = 0) then
- LyricLine := PUpperLine
+ LyricLine := UpperLine
else if (LineCounter = 1) then
- LyricLine := PLowerLine
+ LyricLine := LowerLine
else
- begin
- LyricLine := PQueueLine;
-
+ begin
+ LyricLine := QueueLine;
+
//now there is a queued line
- inQueue := True;
+ inQueue := True;
end;
end
else
begin // rotate lines (round-robin-like)
- LyricLine := PUpperLine;
- PUpperLine := PLowerLine;
- PLowerLine := PQueueLine;
- PQueueLine := LyricLine;
+ LyricLine := UpperLine;
+ UpperLine := LowerLine;
+ LowerLine := QueueLine;
+ QueueLine := LyricLine;
end;
// sentence has notes?
@@ -345,12 +349,12 @@ begin
LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Length - LyricLine.Start;
LyricLine.CurWord := -1;
LyricLine.LastLine := Line.LastLine;
-
+
// default values - set later
LyricLine.HasFreestyle := False;
LyricLine.CountFreestyle := 0;
LyricLine.Text := '';
-
+
// duet mode: players of that line
LyricLine.Players := 127;
@@ -362,14 +366,14 @@ begin
LyricLine.Words[I].Length := Line.Note[I].Length;
LyricLine.Words[I].Text := Line.Note[I].Text;
LyricLine.Words[I].Freestyle := Line.Note[I].NoteType = ntFreestyle;
-
+
LyricLine.HasFreestyle := LyricLine.HasFreestyle OR LyricLine.Words[I].Freestyle;
LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text;
-
+
if (I > 0) AND LyricLine.Words[I-1].Freestyle AND not LyricLine.Words[I].Freestyle then
Inc(LyricLine.CountFreestyle);
end;
-
+
// set font params
SetFontStyle(FontStyle);
SetFontPos(0, 0);
@@ -390,7 +394,7 @@ begin
SetFontSize(LyricLine.Size);
LyricLine.Width := CalcWidth(LyricLine);
end;
-
+
// create LyricTexture - prepare OpenGL
glGetIntegerv(GL_VIEWPORT, @ViewPort);
glClearColor(0.0,0.0,0.0,0.0);
@@ -406,11 +410,11 @@ begin
SetFontItalic(Freestyle);
X := PosX;
-
+
//Draw Lyrics
SetFontPos(PosX, 0);
glPrint(PChar(Text));
-
+
Width := glTextWidth(PChar(Text));
if (I < High(LyricLine.Words)) AND Freestyle AND not LyricLine.Words[I+1].Freestyle then
Width := Width + 10
@@ -432,13 +436,13 @@ begin
//for debugging, is this used anymore?
//Display.ScreenShot;
-
+
//Copy to Texture
glEnable(GL_ALPHA);
glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0);
glDisable(GL_ALPHA);
-
+
//Clear Buffer
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
@@ -454,7 +458,7 @@ 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);
+procedure TLyricEngine.Draw (Beat: Real);
begin
DrawLyrics(Beat);
LastDrawBeat := Beat;
@@ -465,21 +469,21 @@ end;
//---------------
procedure TLyricEngine.DrawLyrics (Beat: Real);
begin
- DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat);
- DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, Beat);
+ 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);
+procedure TLyricEngine.DrawPlayerIcon(Player: Byte; Enabled: Boolean; X, Y, Size, Alpha: Real);
var IEnabled: Byte;
begin
- Case Enabled of
+ case Enabled of
True: IEnabled := 0;
False: IEnabled := 1;
end;
-
+
try
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
@@ -503,14 +507,14 @@ end;
//---------------
// DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed
//---------------
-procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real);
+procedure TLyricEngine.DrawBall(XBall, YBall, Alpha: Real);
begin
try
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
-
+
glColor4f(1,1,1, Alpha);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall);
@@ -518,7 +522,7 @@ begin
glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20);
glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall);
glEnd;
-
+
finally
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
@@ -528,29 +532,29 @@ end;
//---------------
// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
//---------------
-procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
+procedure TLyricEngine.DrawLyricsLine(X, W, Y: Real; Size: Byte; Line: TLyricLine; Beat: Real);
var
- CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
- FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics
- Progress: Real; // progress of singing the current word
- LyricX: Real; // left
- LyricX2: Real; // right
- LyricY: Real; // top
- LyricsHeight: Real; // height the lyrics are displayed
- Alpha: Real; // alphalevel to fade out at end
-
+ CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
+ FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics
+ Progress: Real; // progress of singing the current word
+ LyricX: Real; // left
+ LyricX2: Real; // right
+ LyricY: Real; // top
+ LyricsHeight: Real; // height the lyrics are displayed
+ Alpha: Real; // alphalevel to fade out at end
+
{// duet mode
- IconSize: Real; // size of player icons
- IconAlpha: Real; // alpha level of player icons
+ IconSize: Real; // size of player icons
+ IconAlpha: Real; // alpha level of player icons
}
begin
// lines with a width lower than 0, have not to be draw
- if Line^.Width <= 0 then
+ if Line.Width <= 0 then
exit;
-
+
// this is actually a bit more than the real font size
// it helps adjusting the "zoom-center"
- LyricsHeight:=30.5 * (Line^.Size/10);
+ LyricsHeight:=30.5 * (Line.Size/10);
{
// duet mode
@@ -562,69 +566,71 @@ begin
DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
}
- LyricX := X+W/2 - Line^.Width/2;
- LyricX2 := LyricX + Line^.Width;
-
+ LyricX := X+W/2 - Line.Width/2;
+ LyricX2 := LyricX + Line.Width;
+
// maybe center smaller lines
//LyricY := Y;
- LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2;
-
+ LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2;
+
Alpha := 1;
-
+
// word in the sentence is active?
- if (Line^.Start < Beat) then
+ if (Line.Start < Beat) then
begin
// if this line just got active, then CurWord is still -1
// this means, we should try to make the first word active
// then we check if the current active word is still meant to be active
// if not, we proceed to the next word
- if Line^.CurWord = -1 then
- Line^.CurWord:=0;
-
- if (Line^.CurWord < High(Line^.Words)) AND (Beat >= (Line^.Words[Line^.CurWord + 1].Start)) then
- Line^.CurWord:=Line^.CurWord+1;
-
+ if Line.CurWord = -1 then
+ Line.CurWord:=0;
+
+ if (Line.CurWord < High(Line.Words)) and (Beat >= (Line.Words[Line.CurWord + 1].Start)) then
+ Line.CurWord:=Line.CurWord+1;
+
FreestyleDiff := 0;
-
+
// last word of this line finished, but this line did not hide
- if (Line^.CurWord > High(Line^.Words)) then
+ if (Line.CurWord > High(Line.Words)) then
begin
- CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width;
+ CurWordStart := Line.Words[High(Line.Words)].X + Line.Words[High(Line.Words)].Width;
CurWordEnd := CurWordStart;
-
+
// fade out last line
- if Line^.LastLine then
+ if Line.LastLine then
begin
- Alpha := 1 - (Beat - (Line^.Words[High(Line^.Words)].Start + Line^.Words[High(Line^.Words)].Length)) / 15;
+ Alpha := 1 - (Beat - (Line.Words[High(Line.Words)].Start + Line.Words[High(Line.Words)].Length)) / 15;
if (Alpha < 0) then
Alpha := 0;
end;
end
else
begin
- with Line^.Words[Line^.CurWord] do
+ with Line.Words[Line.CurWord] do
begin
Progress := (Beat - Start) / Length;
if Progress >= 1 then
Progress := 1;
-
+
if Progress <= 0 then
Progress := 0;
-
+
CurWordStart:=X;
CurWordEnd:=X+Width;
-
+
// Slide Effect
- // simply paint the active texture to the current position
+ // simply paint the active texture to the current position
if Ini.LyricsEffect = 2 then
begin
CurWordStart := CurWordStart + Width * progress;
CurWordEnd := CurWordStart;
end;
-
- if (Line^.CurWord < High(Line^.Words)) AND Freestyle AND not Line^.Words[Line^.CurWord + 1].Freestyle then
+
+ if (Line.CurWord < High(Line.Words)) and
+ Freestyle and
+ (not Line.Words[Line.CurWord + 1].Freestyle) then
begin
- FreestyleDiff := 2;
+ FreestyleDiff := 2;
end
else
if Freestyle then
@@ -635,11 +641,11 @@ begin
end;
end;
end;
-
+
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, Line^.Tex);
+ glBindTexture(GL_TEXTURE_2D, Line.Tex);
// draw sentence up to current word
if (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
@@ -647,7 +653,7 @@ begin
glColorRGB(LineColor_en, Alpha)
else
glColorRGB(LineColor_act, Alpha);
-
+
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
@@ -660,10 +666,10 @@ begin
glBegin(GL_QUADS);
glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
+ glTexCoord2f(Line.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
+ glTexCoord2f(Line.Width/1024, 1); glVertex2f(LyricX2, LyricY);
glEnd;
-
+
// draw active word:
// type 0: simple lyric effect
// type 3: ball lyric effect
@@ -733,14 +739,14 @@ begin
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Line^.Tex);
+ glBindTexture(GL_TEXTURE_2D, Line.Tex);
glColorRGB(LineColor_dis);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
+ glTexCoord2f(Line.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
+ glTexCoord2f(Line.Width/1024, 1); glVertex2f(LyricX2, LyricY);
glEnd;
glDisable(GL_BLEND);
@@ -748,6 +754,15 @@ begin
end;
end;
+function TLyricEngine.GetUpperLine(): TLyricLine;
+begin
+ Result := UpperLine;
+end;
+
+function TLyricEngine.GetLowerLine(): TLyricLine;
+begin
+ Result := LowerLine;
+end;
end.