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authorAlexander Sulfrian <alexander@sulfrian.net>2011-11-07 15:26:44 +0100
committerAlexander Sulfrian <alexander@sulfrian.net>2013-01-05 17:17:49 +0100
commit3260749d369d3466c345d40a8b2189c32c8c1b60 (patch)
treebdf235d333e6b4d0b0edb11bde421617a180ff92 /src/base/UDraw.pas
parentde5a3593ae7bc6fb5aab9d76d01d3faa47b91bba (diff)
downloadusdx-3260749d369d3466c345d40a8b2189c32c8c1b60.tar.gz
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removed pascal code
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diff --git a/src/base/UDraw.pas b/src/base/UDraw.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 UDraw;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- UThemes,
- ModiSDK,
- UGraphicClasses;
-
-procedure SingDraw;
-procedure SingModiDraw (PlayerInfo: TPlayerInfo);
-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,
- UDLLManager,
- UDrawTexture,
- UGraphic,
- UIni,
- ULog,
- ULyrics,
- UNote,
- UMusic,
- URecord,
- UScreenSing,
- UScreenSingModi,
- 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
-
- 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;
-
-// 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 (Player[PlayerIndex].ScoreTotalInt >= 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
-
- if (PlayersPlay = 1) and (Ini.NoteLines = 1) 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
- SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P1_NotesB - 105, NR.Right + 10*ScreenX, 15);
- 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
- SingDrawNoteLines(NR.Left + 10*ScreenX, 120, NR.Right + 10*ScreenX, 12);
- SingDrawNoteLines(NR.Left + 10*ScreenX, 245, NR.Right + 10*ScreenX, 12);
- 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;
-
-// q'n'd for using the game mode dll's
-procedure SingModiDraw (PlayerInfo: TPlayerInfo);
-var
- NR: TRecR;
-begin
- // positions
- if Ini.SingWindow = 0 then
- begin
- NR.Left := 120;
- end
- else
- begin
- NR.Left := 20;
- end;
-
- NR.Right := 780;
- NR.Width := NR.Right - NR.Left;
- NR.WMid := NR.Width / 2;
- NR.Mid := NR.Left + NR.WMid;
-
- // time bar
- SingDrawTimeBar();
-
- if DLLMan.Selected.ShowNotes then
- begin
- if PlayersPlay = 1 then
- SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P2_NotesB - 105, NR.Right + 10*ScreenX, 15);
- if (PlayersPlay = 2) or (PlayersPlay = 4) then
- begin
- SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P1_NotesB - 105, NR.Right + 10*ScreenX, 15);
- SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P2_NotesB - 105, NR.Right + 10*ScreenX, 15);
- end;
-
- if (PlayersPlay = 3) or (PlayersPlay = 6) then
- begin
- SingDrawNoteLines(NR.Left + 10*ScreenX, 120, NR.Right + 10*ScreenX, 12);
- SingDrawNoteLines(NR.Left + 10*ScreenX, 245, NR.Right + 10*ScreenX, 12);
- SingDrawNoteLines(NR.Left + 10*ScreenX, 370, NR.Right + 10*ScreenX, 12);
- end;
- end;
-
- // Draw Lyrics
- ScreenSingModi.Lyrics.Draw(LyricsState.MidBeat);
- // TODO: Lyrics helper
-
- // oscilloscope | the thing that moves when you yell into your mic (imho)
- if (((Ini.Oscilloscope = 1) and (DLLMan.Selected.ShowRateBar_O)) and (not DLLMan.Selected.ShowRateBar)) then
- begin
- if PlayersPlay = 1 then
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
-
- if PlayersPlay = 2 then
- begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
-
- if PlayersPlay = 4 then
- begin
- if ScreenAct = 1 then
- begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
- if ScreenAct = 2 then
- begin
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
- end;
- end;
-
- if PlayersPlay = 3 then
- begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
-
- if PlayersPlay = 6 then
- begin
- if ScreenAct = 1 then
- begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
- if ScreenAct = 2 then
- begin
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
- if PlayerInfo.Playerinfo[4].Enabled then
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
- if PlayerInfo.Playerinfo[5].Enabled then
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
- end;
- end;
-
- end;
-
-// resize the notes 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;
-
- if (DLLMAn.Selected.ShowNotes and DLLMan.Selected.LoadSong) then
- begin
- if (PlayersPlay = 1) and PlayerInfo.Playerinfo[0].Enabled then
- begin
- SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15);
- SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerLine(NR.Left + 20, Skin_P2_NotesB, NR.Width - 40, 0, 15);
- end;
-
- if PlayersPlay = 2 then
- begin
- if PlayerInfo.Playerinfo[0].Enabled then
- begin
- SingDrawPlayerBGLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 0, 15);
- SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerLine(NR.Left + 20, Skin_P1_NotesB, NR.Width - 40, 0, 15);
- end;
- if PlayerInfo.Playerinfo[1].Enabled then
- begin
- SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 1, 15);
- SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerLine(NR.Left + 20, Skin_P2_NotesB, NR.Width - 40, 1, 15);
- end;
-
- end;
-
- if PlayersPlay = 3 then
- begin
- NotesW := NotesW * 0.8;
- NotesH := NotesH * 0.8;
-
- if PlayerInfo.Playerinfo[0].Enabled then
- begin
- SingDrawPlayerBGLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 0, 12);
- SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawPlayerLine(NR.Left + 20, 120+95, NR.Width - 40, 0, 12);
- end;
-
- if PlayerInfo.Playerinfo[1].Enabled then
- begin
- SingDrawPlayerBGLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 1, 12);
- SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawPlayerLine(NR.Left + 20, 245+95, NR.Width - 40, 1, 12);
- end;
-
- if PlayerInfo.Playerinfo[2].Enabled then
- begin
- SingDrawPlayerBGLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 2, 12);
- SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
- SingDrawPlayerLine(NR.Left + 20, 370+95, NR.Width - 40, 2, 12);
- end;
- 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;
-
- SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
-
- 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;
-
- SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
-
- 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;
- 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;
-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;
-
- // 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;
-
- 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.
-