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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-11-02 12:51:22 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-11-02 12:51:22 +0000
commit5000060b04bed23cbbd88ba43ed546220c4b7c69 (patch)
tree65698942fe29cfb0f94553ded56b5d9b72f6bf0b /songmanagement/src/base/ULyrics.pas
parent61219d935c43c685506ed71e3e98ad29636e6e46 (diff)
downloadusdx-5000060b04bed23cbbd88ba43ed546220c4b7c69.tar.gz
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create experimental songmanagement branch
- nicer abstraction of songs - split songloading from handling songs - cleanup singscreen git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2706 b956fd51-792f-4845-bead-9b4dfca2ff2c
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-rw-r--r--songmanagement/src/base/ULyrics.pas726
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diff --git a/songmanagement/src/base/ULyrics.pas b/songmanagement/src/base/ULyrics.pas
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+{* 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 ULyrics;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ gl,
+ glext,
+ UTexture,
+ UThemes,
+ UMusic;
+
+type
+ // stores two textures for enabled/disabled states
+ TPlayerIconTex = array [0..1] of TTexture;
+
+ TLyricsEffect = (lfxSimple, lfxZoom, lfxSlide, lfxBall, lfxShift);
+
+ PLyricWord = ^TLyricWord;
+ TLyricWord = record
+ X: real; // left corner
+ Width: real; // width
+ Start: cardinal; // start of the word in quarters (beats)
+ Length: cardinal; // length of the word in quarters
+ Text: UTF8String; // text
+ Freestyle: boolean; // is freestyle?
+ end;
+ TLyricWordArray = array of TLyricWord;
+
+ TLyricLine = class
+ public
+ Text: UTF8String; // text
+ Width: real; // width
+ Height: real; // height
+ Words: TLyricWordArray; // words in this line
+ CurWord: integer; // current active word idx (only valid if line is active)
+ Start: integer; // start of this line in quarters (Note: negative start values are possible due to gap)
+ StartNote: integer; // start of the first note of this line in quarters
+ Length: integer; // length in quarters (from start of first to the end of the last note)
+ Players: byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
+ LastLine: boolean; // is this the last line of the song?
+
+ constructor Create();
+ destructor Destroy(); override;
+ procedure Reset();
+ end;
+
+ TLyricEngine = class
+ private
+ LastDrawBeat: real;
+ UpperLine: TLyricLine; // first line displayed (top)
+ LowerLine: TLyricLine; // second lind displayed (bottom)
+ QueueLine: TLyricLine; // third line (will be displayed when lower line is finished)
+
+ IndicatorTex: TTexture; // texture for lyric indikator
+ BallTex: TTexture; // texture of the ball for the lyric effect
+
+ QueueFull: boolean; // set to true if the queue is full and a line will be replaced with the next AddLine
+ LCounter: integer; // line counter
+
+ // duet mode - textures for player icons
+ // FIXME: do not use a fixed player count, use MAX_PLAYERS instead
+ PlayerIconTex: array[0..5] of TPlayerIconTex;
+
+ // Some helper procedures for lyric drawing
+ procedure DrawLyrics (Beat: real);
+ procedure UpdateLineMetrics(LyricLine: TLyricLine);
+ procedure DrawLyricsWords(LyricLine: TLyricLine; X, Y: real; StartWord, EndWord: integer);
+ procedure DrawLyricsLine(X, W, Y, H: real; Line: TLyricLine; Beat: real);
+ procedure DrawPlayerIcon(Player: byte; Enabled: boolean; X, Y: real; Size, Alpha: real);
+ procedure DrawBall(XBall, YBall, 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
+ UpperLineH: real; // Max. font-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
+ LowerLineH: real; // Max. font-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_act: TRGBA; // Color of the active word
+ FontStyle: byte; // Font for the lyric text
+
+ { // currently not used
+ FadeInEffect: byte; // Effect for line fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos
+ FadeOutEffect: byte; // Effect for line fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards
+ }
+
+ // song specific settings
+ BPM: real;
+ Resolution: integer;
+
+ // properties to easily read options of this class
+ property IsQueueFull: boolean read QueueFull; // line in queue?
+ property LineCounter: integer 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
+
+ // clears all cached song specific information
+ procedure Clear(cBPM: real = 0; cResolution: integer = 0);
+
+ function GetUpperLine(): TLyricLine;
+ function GetLowerLine(): TLyricLine;
+
+ function GetUpperLineIndex(): integer;
+
+ constructor Create(ULX, ULY, ULW, ULH, LLX, LLY, LLW, LLH: real);
+ procedure LoadTextures;
+ destructor Destroy; override;
+ end;
+
+implementation
+
+uses
+ SysUtils,
+ USkins,
+ TextGL,
+ UGraphic,
+ UDisplay,
+ ULog,
+ math,
+ UIni;
+
+{ TLyricLine }
+
+constructor TLyricLine.Create();
+begin
+ inherited;
+ Reset();
+end;
+
+destructor TLyricLine.Destroy();
+begin
+ SetLength(Words, 0);
+ inherited;
+end;
+
+procedure TLyricLine.Reset();
+begin
+ Start := 0;
+ StartNote := 0;
+ Length := 0;
+ LastLine := False;
+
+ Text := '';
+ Width := 0;
+
+ // duet mode: players of that line (default: all)
+ Players := $FF;
+
+ SetLength(Words, 0);
+ CurWord := -1;
+end;
+
+
+{ TLyricEngine }
+
+{**
+ * Initializes the engine.
+ *}
+constructor TLyricEngine.Create(ULX, ULY, ULW, ULH, LLX, LLY, LLW, LLH: real);
+begin
+ inherited Create();
+
+ BPM := 0;
+ Resolution := 0;
+ LCounter := 0;
+ QueueFull := False;
+
+ UpperLine := TLyricLine.Create;
+ LowerLine := TLyricLine.Create;
+ QueueLine := TLyricLine.Create;
+
+ LastDrawBeat := 0;
+
+ UpperLineX := ULX;
+ UpperLineW := ULW;
+ UpperLineY := ULY;
+ UpperLineH := ULH;
+
+ LowerLineX := LLX;
+ LowerLineW := LLW;
+ LowerLineY := LLY;
+ LowerLineH := LLH;
+
+ LoadTextures;
+end;
+
+
+{**
+ * Frees memory.
+ *}
+destructor TLyricEngine.Destroy;
+begin
+ UpperLine.Free;
+ LowerLine.Free;
+ QueueLine.Free;
+ inherited;
+end;
+
+{**
+ * Clears all cached Song specific Information.
+ *}
+procedure TLyricEngine.Clear(cBPM: real; cResolution: integer);
+begin
+ BPM := cBPM;
+ Resolution := cResolution;
+ LCounter := 0;
+ QueueFull := False;
+
+ LastDrawBeat:=0;
+end;
+
+
+{**
+ * Loads textures needed for the drawing the lyrics,
+ * player icons, a ball for the ball effect and the lyric indicator.
+ *}
+procedure TLyricEngine.LoadTextures;
+var
+ I: Integer;
+begin
+ // lyric indicator (bar that indicates when the line start)
+ IndicatorTex := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+
+ // ball for current word hover in ball effect
+ BallTex := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, 0);
+
+ // duet mode: load player icon
+ for I := 0 to 5 do
+ begin
+ PlayerIconTex[I][0] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ PlayerIconTex[I][1] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ end;
+end;
+
+{**
+ * Adds LyricLine to queue.
+ * The LyricEngine stores three lines in its queue:
+ * UpperLine: the upper line displayed in the lyrics
+ * LowerLine: the lower line displayed in the lyrics
+ * QueueLine: an offscreen line that precedes LowerLine
+ * If the queue is full the next call to AddLine will replace UpperLine with
+ * LowerLine, LowerLine with QueueLine and QueueLine with the Line parameter.
+ *}
+procedure TLyricEngine.AddLine(Line: PLine);
+var
+ LyricLine: TLyricLine;
+ I: integer;
+begin
+ // only add lines, if there is space
+ if not IsQueueFull then
+ begin
+ // set LyricLine to line to write to
+ if (LineCounter = 0) then
+ LyricLine := UpperLine
+ else if (LineCounter = 1) then
+ LyricLine := LowerLine
+ else
+ begin
+ // now the queue is full
+ LyricLine := QueueLine;
+ QueueFull := True;
+ end;
+ end
+ else
+ begin // rotate lines (round-robin-like)
+ LyricLine := UpperLine;
+ UpperLine := LowerLine;
+ LowerLine := QueueLine;
+ QueueLine := LyricLine;
+ end;
+
+ // reset line state
+ LyricLine.Reset();
+
+ // check if sentence has notes
+ if (Line <> nil) and (Length(Line.Note) > 0) then
+ begin
+ // copy values from SongLine to LyricLine
+ LyricLine.Start := Line.Start;
+ LyricLine.StartNote := Line.Note[0].Start;
+ LyricLine.Length := Line.Note[High(Line.Note)].Start +
+ Line.Note[High(Line.Note)].Length -
+ Line.Note[0].Start;
+ LyricLine.LastLine := Line.LastLine;
+
+ // copy words
+ SetLength(LyricLine.Words, Length(Line.Note));
+ for I := 0 to High(Line.Note) do
+ begin
+ LyricLine.Words[I].Start := Line.Note[I].Start;
+ 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.Text := LyricLine.Text + LyricLine.Words[I].Text;
+ end;
+
+ UpdateLineMetrics(LyricLine);
+ end;
+
+ // increase the counter
+ Inc(LCounter);
+end;
+
+{**
+ * Draws Lyrics.
+ * Draw just manages the Lyrics, drawing is done by a call of DrawLyrics.
+ * @param Beat: current Beat in Quarters
+ *}
+procedure TLyricEngine.Draw(Beat: real);
+begin
+ DrawLyrics(Beat);
+ LastDrawBeat := Beat;
+end;
+
+{**
+ * Main Drawing procedure.
+ *}
+procedure TLyricEngine.DrawLyrics(Beat: real);
+begin
+ DrawLyricsLine(UpperLineX, UpperLineW, UpperLineY, UpperLineH, UpperLine, Beat);
+ DrawLyricsLine(LowerLineX, LowerLineW, LowerLineY, LowerLineH, LowerLine, Beat);
+end;
+
+{**
+ * Draws a Player's icon.
+ *}
+procedure TLyricEngine.DrawPlayerIcon(Player: byte; Enabled: boolean; X, Y: real; Size, Alpha: real);
+var
+ IEnabled: byte;
+begin
+ if Enabled then
+ IEnabled := 0
+ else
+ IEnabled := 1;
+
+ 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;
+
+{**
+ * Draws the Ball over the LyricLine if needed.
+ *}
+procedure TLyricEngine.DrawBall(XBall, YBall, Alpha: real);
+begin
+ 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);
+ glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20);
+ glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20);
+ glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+end;
+
+procedure TLyricEngine.DrawLyricsWords(LyricLine: TLyricLine;
+ X, Y: real; StartWord, EndWord: integer);
+var
+ I: integer;
+ PosX: real;
+ CurWord: PLyricWord;
+begin
+ PosX := X;
+
+ // set word positions and line size and draw the line
+ for I := StartWord to EndWord do
+ begin
+ CurWord := @LyricLine.Words[I];
+ SetFontItalic(CurWord.Freestyle);
+ SetFontPos(PosX, Y);
+ glPrint(CurWord.Text);
+ PosX := PosX + CurWord.Width;
+ end;
+end;
+
+procedure TLyricEngine.UpdateLineMetrics(LyricLine: TLyricLine);
+var
+ I: integer;
+ PosX: real;
+ CurWord: PLyricWord;
+ RequestWidth, RequestHeight: real;
+begin
+ PosX := 0;
+
+ // setup font
+ SetFontStyle(FontStyle);
+ ResetFont();
+
+ // check if line is lower or upper line and set sizes accordingly
+ // Note: at the moment upper and lower lines have same width/height
+ // and this function is just called by AddLine() but this may change
+ // so that it is called by DrawLyricsLine().
+ //if (LyricLine = LowerLine) then
+ //begin
+ // RequestWidth := LowerLineW;
+ // RequestHeight := LowerLineH;
+ //end
+ //else
+ //begin
+ RequestWidth := UpperLineW;
+ RequestHeight := UpperLineH;
+ //end;
+
+ // set font size to a reasonable value
+ LyricLine.Height := RequestHeight * 0.9;
+ SetFontSize(LyricLine.Height);
+ LyricLine.Width := glTextWidth(LyricLine.Text);
+
+ // change font-size to fit into the lyric bar
+ if (LyricLine.Width > RequestWidth) then
+ begin
+ LyricLine.Height := Trunc(LyricLine.Height * (RequestWidth / LyricLine.Width));
+ // the line is very loooong, set font to at least 1px
+ if (LyricLine.Height < 1) then
+ LyricLine.Height := 1;
+
+ SetFontSize(LyricLine.Height);
+ LyricLine.Width := glTextWidth(LyricLine.Text);
+ end;
+
+ // calc word positions and widths
+ for I := 0 to High(LyricLine.Words) do
+ begin
+ CurWord := @LyricLine.Words[I];
+
+ // - if current word is italic but not the next word get the width of the
+ // italic font to avoid overlapping.
+ // - if two italic words follow each other use the normal style's
+ // width otherwise the spacing between the words will be too big.
+ // - if it is the line's last word use normal width
+ if CurWord.Freestyle and
+ (I+1 < Length(LyricLine.Words)) and
+ (not LyricLine.Words[I+1].Freestyle) then
+ begin
+ SetFontItalic(true);
+ end;
+
+ CurWord.X := PosX;
+ CurWord.Width := glTextWidth(CurWord.Text);
+ PosX := PosX + CurWord.Width;
+ SetFontItalic(false);
+ end;
+end;
+
+
+{**
+ * Draws one LyricLine
+ *}
+procedure TLyricEngine.DrawLyricsLine(X, W, Y, H: real; Line: TLyricLine; Beat: real);
+var
+ CurWord: PLyricWord; // current word
+ LastWord: PLyricWord; // last word in line
+ NextWord: PLyricWord; // word following current word
+ Progress: real; // progress of singing the current word
+ LyricX, LyricY: real; // left/top lyric position
+ WordY: real; // word y-position
+ LyricsEffect: TLyricsEffect;
+ Alpha: real; // alphalevel to fade out at end
+ ClipPlaneEq: array[0..3] of GLdouble; // clipping plane for slide effect
+ {// duet mode
+ IconSize: real; // size of player icons
+ IconAlpha: real; // alpha level of player icons
+ }
+begin
+ // do not draw empty lines
+ if (Length(Line.Words) = 0) then
+ Exit;
+
+ {
+ // duet mode
+ IconSize := (2 * Height);
+ IconAlpha := Frac(Beat/(Resolution*4));
+
+ DrawPlayerIcon (0, True, X, Y + (42 - IconSize) / 2 , IconSize, IconAlpha);
+ DrawPlayerIcon (1, True, X + IconSize + 1, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ }
+
+ // set font size and style
+ SetFontStyle(FontStyle);
+ ResetFont();
+ SetFontSize(Line.Height);
+
+ // center lyrics
+ LyricX := X + (W - Line.Width) / 2;
+ LyricY := Y + (H - Line.Height) / 2;
+ // get lyrics effect
+ LyricsEffect := TLyricsEffect(Ini.LyricsEffect);
+
+ // TODO: what about alpha in freetype outline fonts?
+ Alpha := 1;
+
+ // check if this line is active (at least its first note must be active)
+ if (Beat >= Line.StartNote) then
+ begin
+ // if this line just got active, CurWord is -1,
+ // this means we should try to make the first word active
+ if (Line.CurWord = -1) then
+ Line.CurWord := 0;
+
+ // check if the current active word is still active.
+ // Otherwise proceed to the next word if there is one in this line.
+ // Note: the max. value of Line.CurWord is High(Line.Words)
+ if (Line.CurWord < High(Line.Words)) and
+ (Beat >= Line.Words[Line.CurWord + 1].Start) then
+ begin
+ Inc(Line.CurWord);
+ end;
+
+ // determine current and last word in this line.
+ // If the end of the line is reached use the last word as current word.
+ LastWord := @Line.Words[High(Line.Words)];
+ CurWord := @Line.Words[Line.CurWord];
+ if (Line.CurWord+1 < Length(Line.Words)) then
+ NextWord := @Line.Words[Line.CurWord+1]
+ else
+ NextWord := nil;
+
+ // calc the progress of the lyrics effect
+ Progress := (Beat - CurWord.Start) / CurWord.Length;
+ if (Progress >= 1) then
+ Progress := 1;
+ if (Progress <= 0) then
+ Progress := 0;
+
+ // last word of this line finished, but this line did not hide -> fade out
+ if Line.LastLine and
+ (Beat > LastWord.Start + LastWord.Length) then
+ begin
+ Alpha := 1 - (Beat - (LastWord.Start + LastWord.Length)) / 15;
+ if (Alpha < 0) then
+ Alpha := 0;
+ end;
+
+ // draw sentence before current word
+ if (LyricsEffect in [lfxSimple, lfxBall, lfxShift]) then
+ // only highlight current word and not that ones before in this line
+ glColorRGB(LineColor_en, Alpha)
+ else
+ glColorRGB(LineColor_act, Alpha);
+ DrawLyricsWords(Line, LyricX, LyricY, 0, Line.CurWord-1);
+
+ // draw rest of sentence (without current word)
+ glColorRGB(LineColor_en, Alpha);
+ if (NextWord <> nil) then
+ begin
+ DrawLyricsWords(Line, LyricX + NextWord.X, LyricY,
+ Line.CurWord+1, High(Line.Words));
+ end;
+
+ // draw current word
+ if (LyricsEffect in [lfxSimple, lfxBall, lfxShift]) then
+ begin
+ if (LyricsEffect = lfxShift) then
+ WordY := LyricY - 8 * (1-Progress)
+ else
+ WordY := LyricY;
+
+ // change the color of the current word
+ glColor4f(LineColor_act.r, LineColor_act.g, LineColor_act.b, Alpha);
+ DrawLyricsWords(Line, LyricX + CurWord.X, WordY, Line.CurWord, Line.CurWord);
+ end
+ // change color and zoom current word
+ else if (LyricsEffect = lfxZoom) then
+ begin
+ glPushMatrix;
+
+ // zoom at word center
+ glTranslatef(LyricX + CurWord.X + CurWord.Width/2,
+ LyricY + Line.Height/2, 0);
+ glScalef(1.0 + (1-Progress) * 0.5, 1.0 + (1-Progress) * 0.5, 1.0);
+
+ glColor4f(LineColor_act.r, LineColor_act.g, LineColor_act.b, Alpha);
+ DrawLyricsWords(Line, -CurWord.Width/2, -Line.Height/2, Line.CurWord, Line.CurWord);
+
+ glPopMatrix;
+ end
+ // split current word into active and non-active part
+ else if (LyricsEffect = lfxSlide) then
+ begin
+ // enable clipping and set clip equation coefficients to zeros
+ glEnable(GL_CLIP_PLANE0);
+ FillChar(ClipPlaneEq[0], SizeOf(ClipPlaneEq), 0);
+
+ glPushMatrix;
+ glTranslatef(LyricX + CurWord.X, LyricY, 0);
+
+ // clip non-active right part of the current word
+ ClipPlaneEq[0] := -1;
+ ClipPlaneEq[3] := CurWord.Width * Progress;
+ glClipPlane(GL_CLIP_PLANE0, @ClipPlaneEq);
+ // and draw active left part
+ glColor4f(LineColor_act.r, LineColor_act.g, LineColor_act.b, Alpha);
+ DrawLyricsWords(Line, 0, 0, Line.CurWord, Line.CurWord);
+
+ // clip active left part of the current word
+ ClipPlaneEq[0] := -ClipPlaneEq[0];
+ ClipPlaneEq[3] := -ClipPlaneEq[3];
+ glClipPlane(GL_CLIP_PLANE0, @ClipPlaneEq);
+ // and draw non-active right part
+ glColor4f(LineColor_en.r, LineColor_en.g, LineColor_en.b, Alpha);
+ DrawLyricsWords(Line, 0, 0, Line.CurWord, Line.CurWord);
+
+ glPopMatrix;
+
+ glDisable(GL_CLIP_PLANE0);
+ end;
+
+ // draw the ball onto the current word
+ if (LyricsEffect = lfxBall) then
+ begin
+ DrawBall(LyricX + CurWord.X + CurWord.Width * Progress,
+ LyricY - 15 - 15*sin(Progress * Pi), Alpha);
+ end;
+ end
+ else
+ begin
+ // this section is called if the whole line can be drawn at once and no
+ // word is highlighted.
+
+ // enable the upper, disable the lower line
+ if (Line = UpperLine) then
+ glColorRGB(LineColor_en)
+ else
+ glColorRGB(LineColor_dis);
+
+ DrawLyricsWords(Line, LyricX, LyricY, 0, High(Line.Words));
+ end;
+end;
+
+{**
+ * @returns a reference to the upper line
+ *}
+function TLyricEngine.GetUpperLine(): TLyricLine;
+begin
+ Result := UpperLine;
+end;
+
+{**
+ * @returns a reference to the lower line
+ *}
+function TLyricEngine.GetLowerLine(): TLyricLine;
+begin
+ Result := LowerLine;
+end;
+
+{**
+ * @returns the index of the upper line
+ *}
+function TLyricEngine.GetUpperLineIndex(): integer;
+const
+ QUEUE_SIZE = 3;
+begin
+ // no line in queue
+ if (LineCounter <= 0) then
+ Result := -1
+ // no line has been removed from queue yet
+ else if (LineCounter <= QUEUE_SIZE) then
+ Result := 0
+ // lines have been removed from queue already
+ else
+ Result := LineCounter - QUEUE_SIZE;
+end;
+
+end.
+