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Diffstat (limited to 'Game/Code/Classes/UDraw.pas')
-rw-r--r-- | Game/Code/Classes/UDraw.pas | 1390 |
1 files changed, 0 insertions, 1390 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas deleted file mode 100644 index ff0920f5..00000000 --- a/Game/Code/Classes/UDraw.pas +++ /dev/null @@ -1,1390 +0,0 @@ -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; - -const - Przedz = 32; - -implementation - -uses - gl, - UGraphic, - SysUtils, - UMusic, - URecord, - ULog, - UScreenSing, - UScreenSingModi, - ULyrics, - UMain, - TextGL, - UTexture, - UDrawTexture, - UIni, - Math, - UDLLManager; - -procedure SingDrawBackground; -var - Rec: TRecR; - TexRec: TRecR; -begin - if (ScreenSing.Tex_Background.TexNum > 0) then begin - - glClearColor (1, 1, 1, 1); - glColor4f (1, 1, 1, 1); - - 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; - R,G,B: 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's 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 - begin - TempR := lTmpA / lTmpB; - end - else - begin - TempR := 0; - end; - - - 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 - // Czesci == teil, element == piece, element | koniec == end / ending - // lewa czesc - 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 - - // srodkowa czesc - 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; // Dlugosc == length - - 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; - - // prawa czesc - 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; - - // (nowe) - dunno - 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; - R,G,B: 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 - begin - TempR := lTmpA / lTmpB; - end - else - begin - TempR := 0; - end; - - 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; // wciecie - X1 := X2-W; - - X3 := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie - 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; - - // srodkowa czesc - 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; - - // prawa czesc - 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 := Skin_LyricsT + 3; - 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; - - // background //BG Fullsize Mod - //SingDrawBackground; - - // 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 - Count: integer; - Pet2: integer; - TempR: real; - Rec: TRecR; - TexRec: TRecR; - NR: TRecR; - FS: real; - BarFrom: integer; - BarAlpha: real; - BarWspol: real; - TempCol: real; - Tekst: string; - PetCz: integer; -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 -{ // rysuje pasek, podpowiadajacy poczatek spiwania w scenie - FS := 1.3; - BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start; - if BarFrom > 40 then BarFrom := 40; - if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more - (Lines[0].Line[Lines[0].Current].StartNote - LyricsState.MidBeat > 0) and // przed tekstem - (Lines[0].Line[Lines[0].Current].StartNote - LyricsState.MidBeat < 40) then begin // ale nie za wczesnie - BarWspol := (LyricsState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom; - Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; - Rec.Right := Rec.Left + 50; - Rec.Top := Skin_LyricsT + 3; - Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); - glBegin(GL_QUADS); - glColor4f(1, 1, 1, 0); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glColor4f(1, 1, 1, 0.5); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - glDisable(GL_BLEND); - end; - } - - // 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) else SetFontSize(6); -SetFontItalic(False); - -//Check Font Size -Length := glTextWidth ( PChar(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 (PChar(Text)); -end; -end; -//PhrasenBonus - Line Bonus Mod} - -// Draw Note Bars for Editor -//There are 11 Resons for a new Procdedure: (nice binary :D ) -// 1. It don't 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. Its 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 - - - - // lewa czesc - 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; - - // srodkowa czesc - 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; - - // prawa czesc - 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. - |