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author | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-09-21 11:34:25 +0000 |
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committer | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-09-21 11:34:25 +0000 |
commit | 688182ae4f56aabaf12233f32763274286c5d634 (patch) | |
tree | 5e48bb47852c1ecc2f8b791851c721e12b3b7584 /src/menu | |
parent | 20d12d5af15bd364cbec888100de6e18bb89561e (diff) | |
download | usdx-688182ae4f56aabaf12233f32763274286c5d634.tar.gz usdx-688182ae4f56aabaf12233f32763274286c5d634.tar.xz usdx-688182ae4f56aabaf12233f32763274286c5d634.zip |
missing files commited
Equalizer now loads reflection settings from theme
old equalizer methods removed
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1388 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/menu')
-rw-r--r-- | src/menu/UMenuEqualizer.pas | 285 |
1 files changed, 285 insertions, 0 deletions
diff --git a/src/menu/UMenuEqualizer.pas b/src/menu/UMenuEqualizer.pas new file mode 100644 index 00000000..8cff606d --- /dev/null +++ b/src/menu/UMenuEqualizer.pas @@ -0,0 +1,285 @@ +unit UMenuEqualizer;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses UMusic, UThemes;
+
+type
+ //----------------
+ //Tms_Equalizer
+ //Class displaying an equalizer (Songscreen)
+ //----------------
+ Tms_Equalizer = class(TObject)
+ private
+ FFTData: TFFTData; // moved here to avoid stack overflows
+ BandData: array of Byte;
+ RefreshTime: Cardinal;
+
+ Source: IAudioPlayback;
+
+ Procedure Analyse;
+ public
+ X: Integer;
+ Y: Integer;
+ Z: Real;
+
+ W: Integer;
+ H: Integer;
+ Space: Integer;
+
+ Visible: Boolean;
+ Alpha: real;
+ Color: TRGB;
+
+ Direction: Boolean;
+
+ BandLength: Integer;
+
+ Reflection: boolean;
+ Reflectionspacing: Real;
+
+
+ constructor Create(Source: IAudioPlayback; mySkin: TThemeEqualizer);
+
+ procedure Draw;
+
+ Procedure SetBands(Value: Byte);
+ Function GetBands: Byte;
+ Property Bands: Byte read GetBands write SetBands;
+ procedure SetSource(newSource: IAudioPlayback);
+ end;
+
+implementation
+uses math, SDL, gl, glext;
+
+
+constructor Tms_Equalizer.Create(Source: IAudioPlayback; mySkin: TThemeEqualizer);
+var I: Integer;
+begin
+ If (Source <> nil) then
+ begin
+ X := mySkin.X;
+ Y := mySkin.Y;
+ W := mySkin.W;
+ H := mySkin.H;
+ Z := mySkin.Z;
+
+ Space := mySkin.Space;
+
+ Visible := mySkin.Visible;
+ Alpha := mySkin.Alpha;
+ Color.R := mySkin.ColR;
+ Color.G := mySkin.ColG;
+ Color.B := mySkin.ColB;
+
+ Direction := mySkin.Direction;
+ Bands := mySkin.Bands;
+ BandLength := mySkin.Length;
+
+ Reflection := mySkin.Reflection;
+ Reflectionspacing := mySkin.Reflectionspacing;
+
+ Self.Source := Source;
+
+
+ //Check if Visible
+ If (Bands <= 0) OR
+ (BandLength <= 0) OR
+ (W <= 0) OR
+ (H <= 0) OR
+ (Alpha <= 0) then
+ Visible := False;
+
+ //ClearArray
+ For I := low(BandData) to high(BandData) do
+ BandData[I] := 3;
+ end
+ else
+ Visible := False;
+end;
+
+//--------
+// evaluate FFT-Data
+//--------
+Procedure Tms_Equalizer.Analyse;
+ var
+ I: Integer;
+ ChansPerBand: byte; // channels per band
+ MaxChannel: Integer;
+ Pos: Real;
+ CurBand: Integer;
+begin
+ Source.GetFFTData(FFTData);
+
+ Pos := 0;
+ // use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz
+ ChansPerBand := ceil(92 / Bands); // How much channels are used for one Band
+ MaxChannel := ChansPerBand * Bands - 1;
+
+ // Change Lengths
+ for i := 0 to MaxChannel do
+ begin
+ // Gain higher freq. data so that the bars are visible
+ if i > 35 then
+ FFTData[i] := FFTData[i] * 8
+ else if i > 11 then
+ FFTData[i] := FFTData[i] * 4.5
+ else
+ FFTData[i] := FFTData[i] * 1.1;
+
+ // clamp data
+ if (FFTData[i] > 1) then
+ FFTData[i] := 1;
+
+ // Get max. pos
+ if (FFTData[i] * BandLength > Pos) then
+ Pos := FFTData[i] * BandLength;
+
+ // Check if this is the last channel in the band
+ if ((i+1) mod ChansPerBand = 0) then
+ begin
+ CurBand := i div ChansPerBand;
+
+ // Smooth delay if new equalizer is lower than the old one
+ if ((BandData[CurBand] > Pos) and (BandData[CurBand] > 1)) then
+ BandData[CurBand] := BandData[CurBand] - 1
+ else
+ BandData[CurBand] := Round(Pos);
+
+ Pos := 0;
+ end;
+ end;
+end;
+
+//--------
+// Draw SpectrumAnalyser, Call Analyse
+//--------
+procedure Tms_Equalizer.Draw;
+ var
+ CurTime: Cardinal;
+ PosX, PosY: Real;
+ I, J: Integer;
+ Diff: Real;
+
+ Function GetAlpha(H: Single): Single;
+ begin
+ Result := (Alpha * 0.3) *(1 - H/(Bands * (W + Space)));
+ end;
+begin
+ If (Visible) AND not (AudioPlayback.Finished) then
+ begin
+ //Call Analyse if necessary
+ CurTime := SDL_GetTicks();
+ If (CurTime > RefreshTime) then
+ begin
+ Analyse;
+
+ RefreshTime := CurTime + 44;
+ end;
+
+ //Draw Equalizer Bands
+ // Setup OpenGL
+ glColorRGB(Color, Alpha);
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ // Set position of the first equalizer bar
+ PosY := Y;
+ PosX := X;
+
+ // Draw bars for each band
+ for I := 0 to High(BandData) do
+ begin
+ // Reset to lower or left position depending on the drawing-direction
+ if Direction then // Vertical bars
+ // FIXME: Is Y the upper or lower coordinate?
+ PosY := Y //+ (H + Space) * BandLength
+ else // Horizontal bars
+ PosX := X;
+
+ // Draw the bar as a stack of blocks
+ for J := 1 to BandData[I] do
+ begin
+ // Draw block
+ glBegin(GL_QUADS);
+ glVertex3f(PosX, PosY, Z);
+ glVertex3f(PosX, PosY+H, Z);
+ glVertex3f(PosX+W, PosY+H, Z);
+ glVertex3f(PosX+W, PosY, Z);
+ glEnd;
+
+ If (Reflection) AND (J < BandLength div 2) then
+ begin
+ Diff := (Y-PosY) + H;
+
+ //Draw Reflection
+ If Direction then
+ begin
+ glBegin(GL_QUADS);
+ glColorRGB(Color, GetAlpha(Diff));
+ glVertex3f(PosX, Diff + Y + ReflectionSpacing, Z);
+ glVertex3f(PosX, Diff + Y+H + ReflectionSpacing, Z);
+ glVertex3f(PosX+W, Diff + Y+H + ReflectionSpacing, Z);
+ glVertex3f(PosX+W, Diff + Y + ReflectionSpacing, Z);
+ glColorRGB(Color, GetAlpha(Diff + H));
+ glEnd;
+ end
+ else
+ begin
+ glBegin(GL_QUADS);
+ glColorRGB(Color, GetAlpha(Diff));
+ glVertex3f(PosX, Diff + Y + (H + Space)*Bands + ReflectionSpacing, Z);
+ glVertex3f(PosX, Diff + Y+H + (H + Space)*Bands + ReflectionSpacing, Z);
+ glVertex3f(PosX+W, Diff + Y+H + (H + Space)*Bands + ReflectionSpacing, Z);
+ glVertex3f(PosX+W, Diff + Y + (H + Space)*Bands + ReflectionSpacing, Z);
+ glColorRGB(Color, GetAlpha(Diff + H));
+ glEnd;
+ end;
+
+ glColorRGB(Color, Alpha);
+ end;
+
+
+ // Calc position of the bar's next block
+ if Direction then // Vertical bars
+ PosY := PosY - H - Space
+ else // Horizontal bars
+ PosX := PosX + W + Space;
+ end;
+
+ // Calc position of the next bar
+ if Direction then // Vertical bars
+ PosX := PosX + W + Space
+ else // Horizontal bars
+ PosY := PosY + H + Space;
+ end;
+
+
+ end;
+end;
+
+Procedure Tms_Equalizer.SetBands(Value: Byte);
+begin
+ SetLength(BandData, Value);
+end;
+
+Function Tms_Equalizer.GetBands: Byte;
+begin
+ Result := Length(BandData);
+end;
+
+Procedure Tms_Equalizer.SetSource(newSource: IAudioPlayback);
+begin
+ If (newSource <> nil) then
+ Source := newSource;
+end;
+
+
+
+end.
\ No newline at end of file |