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-rw-r--r--Game/Code/Classes/ULyrics.pas1506
1 files changed, 753 insertions, 753 deletions
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas
index 05d7682e..dff7dec1 100644
--- a/Game/Code/Classes/ULyrics.pas
+++ b/Game/Code/Classes/ULyrics.pas
@@ -1,753 +1,753 @@
-unit ULyrics;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- gl,
- glext,
- UTexture,
- UThemes,
- UMusic;
-
-type
- TLyricWord = record
- X: Real; // left corner
- Width: Real; // width
- Start: Cardinal; // start of the word in quarters (beats)
- Length: Cardinal; // length of the word in quarters
- Text: String; // text
- Freestyle: Boolean; // is freestyle?
- end;
- ALyricWord = array of TLyricWord;
-
- PLyricLine = ^TLyricLine;
- TLyricLine = record
- Text: String; // text
- Tex: glUInt; // texture of the text
- Width: Real; // width
- Size: Byte; // fontsize
- Words: ALyricWord; // words in this line
- CurWord: Integer; // current active word idx (only valid if line is active)
- Start: Cardinal; // start of this line in quarters
- Length: Cardinal; // length in quarters
- HasFreestyle: Boolean; // one or more word are freestyle?
- CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line
- Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
- Done: Boolean; // is sentence already sung?
- LastLine: Boolean; // is this the last line ob the song?
- end;
-
- TLyricEngine = class
- private
- EoLastSentence: Real; // end of the previous sentence (in beats)
- LastDrawBeat: Real;
- UpperLine: TLyricLine; // first line displayed (top)
- LowerLine: TLyricLine; // second lind displayed (bottom)
- QueueLine: TLyricLine; // third line (queue and will be displayed when next line is finished)
- PUpperLine, PLowerLine, PQueueLine: PLyricLine;
-
- IndicatorTex: TTexture; // texture for lyric indikator
- BallTex: TTexture; // texture of the ball for the lyric effect
-
- inQueue: Boolean; // is line in queue
- LCounter: Word; // line counter
-
- // duet mode - textures for player icons
- PlayerIconTex: array[0..5] of // player idx
- array [0..1] of // enabled disabled
- TTexture;
-
-
- //Some helper Procedures for Lyric Drawing
- procedure DrawLyrics (Beat: Real);
- procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
- procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
- procedure DrawBall(const XBall, YBall, Alpha:Real);
-
- public
- // positions, line specific settings
- UpperLineX: Real; //X Start Pos of UpperLine
- UpperLineW: Real; //Width of UpperLine with Icon(s) and Text
- UpperLineY: Real; //Y Start Pos of UpperLine
- UpperLineSize: Byte; //Max Size of Lyrics Text in UpperLine
-
- LowerLineX: Real; //X Start Pos of LowerLine
- LowerLineW: Real; //Width of LowerLine with Icon(s) and Text
- LowerLineY: Real; //Y Start Pos of LowerLine
- LowerLineSize: Byte; //Max Size of Lyrics Text in LowerLine
-
- // display propertys
- LineColor_en: TRGBA; //Color of Words in an Enabled Line
- LineColor_dis: TRGBA; //Color of Words in a Disabled Line
- LineColor_act: TRGBA; //Color of teh active Word
- FontStyle: Byte; //Font for the Lyric Text
- FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen
-
- { // currently not used
- FadeInEffect: Byte; //Effect for Line Fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos
- FadeOutEffect: Byte; //Effect for Line Fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards
- }
-
- UseLinearFilter:Boolean; //Should Linear Tex Filter be used
-
- // song specific settings
- BPM: Real;
- Resolution: Integer;
-
-
- // properties to easily read options of this class
- property LineinQueue: Boolean read inQueue; // line in queue?
- property LineCounter: Word read LCounter; // lines that were progressed so far (after last clear)
-
- Procedure AddLine(Line: PLine); // adds a line to the queue, if there is space
- Procedure Draw (Beat: Real); // draw the current (active at beat) lyrics
-
- Procedure Clear (const cBPM: Real = 0; // clears all cached song specific information
- const cResolution: Integer = 0);
-
- Constructor Create; overload;
- Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload;
- Procedure LoadTextures;
- Destructor Destroy; override;
- end;
-
-implementation
-
-uses SysUtils,
- USkins,
- TextGL,
- UGraphic,
- UDisplay,
- math,
- UIni;
-
-//-----------
-//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
-//-----------
-procedure glColorRGB(Color: TRGB); overload;
-begin
- glColor3f(Color.R, Color.G, Color.B);
-end;
-
-procedure glColorRGB(Color: TRGB; Alpha: Real); overload;
-begin
- glColor4f(Color.R, Color.G, Color.B, Alpha);
-end;
-
-procedure glColorRGB(Color: TRGBA); overload;
-begin
- glColor4f(Color.R, Color.G, Color.B, Color.A);
-end;
-
-procedure glColorRGB(Color: TRGBA; Alpha: Real); overload;
-begin
- glColor4f(Color.R, Color.G, Color.B, Min(Color.A, Alpha));
-end;
-
-
-
-//---------------
-// Create - Constructor, just get Memory
-//---------------
-Constructor TLyricEngine.Create;
-begin
- inherited;
-
- BPM := 0;
- Resolution := 0;
- LCounter := 0;
- inQueue := False;
-
- UpperLine.Done := True;
- LowerLine.Done := True;
- QueueLine.Done := True;
- PUpperline:=@UpperLine;
- PLowerLine:=@LowerLine;
- PQueueLine:=@QueueLine;
-
- UseLinearFilter := True;
- LastDrawBeat:=0;
-end;
-
-Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
-begin
- Create;
- UpperLineX := ULX;
- UpperLineW := ULW;
- UpperLineY := ULY;
- UpperLineSize := Trunc(ULS);
-
- LowerLineX := LLX;
- LowerLineW := LLW;
- LowerLineY := LLY;
- LowerLineSize := Trunc(LLS);
- LoadTextures;
-end;
-
-
-//---------------
-// Destroy - Frees Memory
-//---------------
-Destructor TLyricEngine.Destroy;
-begin
- inherited;
-end;
-
-//---------------
-// Clear - Clears all cached Song specific Information
-//---------------
-Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
-begin
- BPM := cBPM;
- Resolution := cResolution;
- LCounter := 0;
- inQueue := False;
-
- UpperLine.Done := True;
- LowerLine.Done := True;
- QueueLine.Done := True;
-
- PUpperline:=@UpperLine;
- PLowerLine:=@LowerLine;
- PQueueLine:=@QueueLine;
-
- LastDrawBeat:=0;
-end;
-
-
-//---------------
-// LoadTextures - Load Player Textures and Create Lyric Textures
-//---------------
-Procedure TLyricEngine.LoadTextures;
-var
- I: Integer;
-
- function CreateLineTex: glUint;
- var
- PTexData: Pointer;
- begin
- try
- // get memory
- GetMem(pTexData, 1024*64*4);
-
- // generate and bind Texture
- glGenTextures(1, @Result);
- glBindTexture(GL_TEXTURE_2D, Result);
-
- // get texture memeory
- glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- if UseLinearFilter then
- begin
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- end;
-
- finally
- // free unused memory
- FreeMem(pTexData);
- end;
- end;
-begin
-
- // lyric indicator (bar that indicates when the line start)
- IndicatorTex := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
-
- // ball for current word hover in ball effect
- BallTex := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, 0);
-
- // duet mode: load player icon
- For I := 0 to 5 do
- begin
- PlayerIconTex[I][0] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
- PlayerIconTex[I][1] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
- end;
-
- // create line textures
- UpperLine.Tex := CreateLineTex;
- LowerLine.Tex := CreateLineTex;
- QueueLine.Tex := CreateLineTex;
-end;
-
-
-//---------------
-// AddLine - Adds LyricLine to queue
-//---------------
-Procedure TLyricEngine.AddLine(Line: PLine);
-var
- LyricLine: PLyricLine;
- countNotes: Cardinal;
- Viewport: Array[0..3] of Integer;
-
- PosX: Real;
- I: Integer;
-
- function CalcWidth(LyricLine: PLyricLine): Real;
- begin
- Result := glTextWidth(PChar(LyricLine.Text));
-
- Result := Result + (LyricLine.CountFreestyle * 10);
-
- // if the line ends with a freestyle not, then leave the place to finish to draw the text italic
- if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then
- Result := Result + 12;
- end;
-begin
- // only add lines, if there is space
- If not LineinQueue then
- begin
- // set pointer to line to write
-
- If (LineCounter = 0) then
- LyricLine := PUpperLine
- else if (LineCounter = 1) then
- LyricLine := PLowerLine
- else
- begin
- LyricLine := PQueueLine;
-
- //now there is a queued line
- inQueue := True;
- end;
- end
- else
- begin // rotate lines (round-robin-like)
- LyricLine := PUpperLine;
- PUpperLine := PLowerLine;
- PLowerLine := PQueueLine;
- PQueueLine := LyricLine;
- end;
-
- // sentence has notes?
- If Line = nil then
- begin
- // reset all values, if the new line is nil (lines after the last line)
- LyricLine.Start := 0;
- LyricLine.Length := 0;
- LyricLine.CurWord := -1;
- LyricLine.LastLine := False;
- LyricLine.Width := 0;
- SetLength(LyricLine.Words, 0);
- end
- else if Length(Line.Note) > 0 then
- begin
- // copy values from SongLine to LyricLine
- CountNotes := High(Line.Note);
- LyricLine.Start := Line.Note[0].Start;
- LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Length - LyricLine.Start;
- LyricLine.CurWord := -1;
- LyricLine.LastLine := Line.LastLine;
-
- // default values - set later
- LyricLine.HasFreestyle := False;
- LyricLine.CountFreestyle := 0;
- LyricLine.Text := '';
-
- // duet mode: players of that line
- LyricLine.Players := 127;
-
- //copy words
- SetLength(LyricLine.Words, CountNotes + 1);
- For I := 0 to CountNotes do
- begin
- LyricLine.Words[I].Start := Line.Note[I].Start;
- LyricLine.Words[I].Length := Line.Note[I].Length;
- LyricLine.Words[I].Text := Line.Note[I].Text;
- LyricLine.Words[I].Freestyle := Line.Note[I].NoteType = ntFreestyle;
-
- LyricLine.HasFreestyle := LyricLine.HasFreestyle OR LyricLine.Words[I].Freestyle;
- LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text;
-
- if (I > 0) AND LyricLine.Words[I-1].Freestyle AND not LyricLine.Words[I].Freestyle then
- Inc(LyricLine.CountFreestyle);
- end;
-
- // set font params
- SetFontStyle(FontStyle);
- SetFontPos(0, 0);
- LyricLine.Size := UpperLineSize;
- SetFontSize(LyricLine.Size);
- SetFontItalic(False);
- glColor4f(1, 1, 1, 1);
-
- // change fontsize to fit the screen
- LyricLine.Width := CalcWidth(LyricLine);
- while (LyricLine.Width > UpperLineW) do
- begin
- Dec(LyricLine.Size);
-
- if (LyricLine.Size <=1) then
- Break;
-
- SetFontSize(LyricLine.Size);
- LyricLine.Width := CalcWidth(LyricLine);
- end;
-
- // create LyricTexture - prepare OpenGL
- glGetIntegerv(GL_VIEWPORT, @ViewPort);
- glClearColor(0.0,0.0,0.0,0.0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glViewPort(0,0,800,600);
-
- // set word positions and line size
- PosX := 0;
- for I := 0 to High(LyricLine.Words) do
- begin
- with LyricLine.Words[I] do
- begin
- SetFontItalic(Freestyle);
-
- X := PosX;
-
- //Draw Lyrics
- SetFontPos(PosX, 0);
- glPrint(PChar(Text));
-
- Width := glTextWidth(PChar(Text));
- if (I < High(LyricLine.Words)) AND Freestyle AND not LyricLine.Words[I+1].Freestyle then
- Width := Width + 10
- else
- if (I = High(LyricLine.Words)) AND Freestyle then
- Width := Width + 12;
- PosX := PosX + Width;
- end;
- end;
- end
- else
- begin
- // create LyricTexture - prepare OpenGL
- glGetIntegerv(GL_VIEWPORT, @ViewPort);
- glClearColor(0.0,0.0,0.0,0.0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glViewPort(0,0,800,600);
- end;
-
- //for debugging, is this used anymore?
- //Display.ScreenShot;
-
- //Copy to Texture
- glEnable(GL_ALPHA);
- glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0);
- glDisable(GL_ALPHA);
-
- //Clear Buffer
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]);
-
- //Increase the Counter
- Inc(LCounter);
-end;
-
-
-//---------------
-// Draw - Procedure Draws Lyrics; Beat is curent Beat in Quarters
-// Draw just manage the Lyrics, drawing is done by a call of DrawLyrics
-//---------------
-Procedure TLyricEngine.Draw (Beat: Real);
-begin
- DrawLyrics(Beat);
- LastDrawBeat := Beat;
-end;
-
-//---------------
-// DrawLyrics(private) - Helper for Draw; main Drawing procedure
-//---------------
-procedure TLyricEngine.DrawLyrics (Beat: Real);
-begin
- DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat);
- DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, Beat);
-end;
-
-//---------------
-// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon
-//---------------
-procedure TLyricEngine.DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
-var IEnabled: Byte;
-begin
- Case Enabled of
- True: IEnabled := 0;
- False: IEnabled := 1;
- end;
-
- try
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum);
-
- glColor4f(1,1,1,Alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(X, Y);
- glTexCoord2f(0, 1); glVertex2f(X, Y + Size);
- glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size);
- glTexCoord2f(1, 0); glVertex2f(X + Size, Y);
- glEnd;
-
- finally
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end;
-end;
-
-//---------------
-// DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed
-//---------------
-procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real);
-begin
- try
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
-
- glColor4f(1,1,1, Alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall);
- glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20);
- glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20);
- glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall);
- glEnd;
-
- finally
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end;
-end;
-
-//---------------
-// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
-//---------------
-procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
-var
- CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
- FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics
- Progress: Real; // progress of singing the current word
- LyricX: Real; // left
- LyricX2: Real; // right
- LyricY: Real; // top
- LyricsHeight: Real; // height the lyrics are displayed
- Alpha: Real; // alphalevel to fade out at end
-
- {// duet mode
- IconSize: Real; // size of player icons
- IconAlpha: Real; // alpha level of player icons
- }
-begin
- // lines with a width lower than 0, have not to be draw
- if Line^.Width <= 0 then
- exit;
-
- // this is actually a bit more than the real font size
- // it helps adjusting the "zoom-center"
- LyricsHeight:=30.5 * (Line^.Size/10);
-
- {
- // duet mode
- IconSize := (2 * Size);
- IconAlpha := Frac(Beat/(Resolution*4));
-
- DrawPlayerIcon (0, True, X, Y + (42 - IconSize) / 2 , IconSize, IconAlpha);
- DrawPlayerIcon (1, True, X + IconSize + 1, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
- DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
- }
-
- LyricX := X+W/2 - Line^.Width/2;
- LyricX2 := LyricX + Line^.Width;
-
- // maybe center smaller lines
- //LyricY := Y;
- LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2;
-
- Alpha := 1;
-
- // word in the sentence is active?
- if (Line^.Start < Beat) then
- begin
- // if this line just got active, then CurWord is still -1
- // this means, we should try to make the first word active
- // then we check if the current active word is still meant to be active
- // if not, we proceed to the next word
- if Line^.CurWord = -1 then
- Line^.CurWord:=0;
-
- if (Line^.CurWord < High(Line^.Words)) AND (Beat >= (Line^.Words[Line^.CurWord + 1].Start)) then
- Line^.CurWord:=Line^.CurWord+1;
-
- FreestyleDiff := 0;
-
- // last word of this line finished, but this line did not hide
- if (Line^.CurWord > High(Line^.Words)) then
- begin
- CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width;
- CurWordEnd := CurWordStart;
-
- // fade out last line
- if Line^.LastLine then
- begin
- Alpha := 1 - (Beat - (Line^.Words[High(Line^.Words)].Start + Line^.Words[High(Line^.Words)].Length)) / 15;
- if (Alpha < 0) then
- Alpha := 0;
- end;
- end
- else
- begin
- with Line^.Words[Line^.CurWord] do
- begin
- Progress := (Beat - Start) / Length;
- if Progress >= 1 then
- Progress := 1;
-
- if Progress <= 0 then
- Progress := 0;
-
- CurWordStart:=X;
- CurWordEnd:=X+Width;
-
- // Slide Effect
- // simply paint the active texture to the current position
- if Ini.LyricsEffect = 2 then
- begin
- CurWordStart := CurWordStart + Width * progress;
- CurWordEnd := CurWordStart;
- end;
-
- if (Line^.CurWord < High(Line^.Words)) AND Freestyle AND not Line^.Words[Line^.CurWord + 1].Freestyle then
- begin
- FreestyleDiff := 2;
- end
- else
- if Freestyle then
- begin
- FreestyleDiff := 12;
- CurWordStart := CurWordStart - 1;
- CurWordEnd := CurWordEnd - 2;
- end;
- end;
- end;
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, Line^.Tex);
-
- // draw sentence up to current word
- if (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
- // ball lyric effect - only highlight current word and not that ones before in this line
- glColorRGB(LineColor_en, Alpha)
- else
- glColorRGB(LineColor_act, Alpha);
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
- glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
- glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight);
- glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
- glEnd;
-
- // draw rest of sentence
- glColorRGB(LineColor_en);
- glBegin(GL_QUADS);
- glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
- glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
- glEnd;
-
- // draw active word:
- // type 0: simple lyric effect
- // type 3: ball lyric effect
- // type 4: shift lyric effect
- // only change the color of the current word
- if (Ini.LyricsEffect = 0) or (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
- begin
- { // maybe fade in?
- glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
- glBegin(GL_QUADS);
- glTexCoord2f(CurWordStart/1024, 1); glVertex2f(LyricX+CurWordStart, Y);
- glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, Y + 64);
- glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, Y + 64);
- glTexCoord2f(CurWordEnd/1024, 1); glVertex2f(LyricX+CurWordEnd, Y);
- glEnd;
- }
-
- if (Ini.LyricsEffect = 4) then
- LyricY := LyricY - 8 * (1-progress);
-
- glColor3f(LineColor_act.r,LineColor_act.g,LineColor_act.b);
- glBegin(GL_QUADS);
- glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
- glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64);
- glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64);
- glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
- glEnd;
-
- if (Ini.LyricsEffect = 4) then
- LyricY := LyricY + 8 * (1-progress);
- end
-
- // draw active word:
- // type 1: zoom lyric effect
- // change color and zoom current word
- else if Ini.LyricsEffect = 1 then
- begin
- glPushMatrix;
- glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,LyricY+LyricsHeight/2,0);
- glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0);
- glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
- glBegin(GL_QUADS);
- glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
- glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
- glEnd;
- glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1);
- glBegin(GL_QUADS);
- glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
- glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
- glEnd;
- glPopMatrix;
- end;
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- if Ini.LyricsEffect = 3 then
- DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi), Alpha);
- end
- else
- begin
- // draw complete inactive sentence if line hasn't started but is already shown
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Line^.Tex);
-
- glColorRGB(LineColor_dis);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
- glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
- glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
- glEnd;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end;
-end;
-
-
-end.
-
+unit ULyrics;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ gl,
+ glext,
+ UTexture,
+ UThemes,
+ UMusic;
+
+type
+ TLyricWord = record
+ X: Real; // left corner
+ Width: Real; // width
+ Start: Cardinal; // start of the word in quarters (beats)
+ Length: Cardinal; // length of the word in quarters
+ Text: String; // text
+ Freestyle: Boolean; // is freestyle?
+ end;
+ ALyricWord = array of TLyricWord;
+
+ PLyricLine = ^TLyricLine;
+ TLyricLine = record
+ Text: String; // text
+ Tex: glUInt; // texture of the text
+ Width: Real; // width
+ Size: Byte; // fontsize
+ Words: ALyricWord; // words in this line
+ CurWord: Integer; // current active word idx (only valid if line is active)
+ Start: Cardinal; // start of this line in quarters
+ Length: Cardinal; // length in quarters
+ HasFreestyle: Boolean; // one or more word are freestyle?
+ CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line
+ Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
+ Done: Boolean; // is sentence already sung?
+ LastLine: Boolean; // is this the last line ob the song?
+ end;
+
+ TLyricEngine = class
+ private
+ EoLastSentence: Real; // end of the previous sentence (in beats)
+ LastDrawBeat: Real;
+ UpperLine: TLyricLine; // first line displayed (top)
+ LowerLine: TLyricLine; // second lind displayed (bottom)
+ QueueLine: TLyricLine; // third line (queue and will be displayed when next line is finished)
+ PUpperLine, PLowerLine, PQueueLine: PLyricLine;
+
+ IndicatorTex: TTexture; // texture for lyric indikator
+ BallTex: TTexture; // texture of the ball for the lyric effect
+
+ inQueue: Boolean; // is line in queue
+ LCounter: Word; // line counter
+
+ // duet mode - textures for player icons
+ PlayerIconTex: array[0..5] of // player idx
+ array [0..1] of // enabled disabled
+ TTexture;
+
+
+ //Some helper Procedures for Lyric Drawing
+ procedure DrawLyrics (Beat: Real);
+ procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
+ procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
+ procedure DrawBall(const XBall, YBall, Alpha:Real);
+
+ public
+ // positions, line specific settings
+ UpperLineX: Real; //X Start Pos of UpperLine
+ UpperLineW: Real; //Width of UpperLine with Icon(s) and Text
+ UpperLineY: Real; //Y Start Pos of UpperLine
+ UpperLineSize: Byte; //Max Size of Lyrics Text in UpperLine
+
+ LowerLineX: Real; //X Start Pos of LowerLine
+ LowerLineW: Real; //Width of LowerLine with Icon(s) and Text
+ LowerLineY: Real; //Y Start Pos of LowerLine
+ LowerLineSize: Byte; //Max Size of Lyrics Text in LowerLine
+
+ // display propertys
+ LineColor_en: TRGBA; //Color of Words in an Enabled Line
+ LineColor_dis: TRGBA; //Color of Words in a Disabled Line
+ LineColor_act: TRGBA; //Color of teh active Word
+ FontStyle: Byte; //Font for the Lyric Text
+ FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen
+
+ { // currently not used
+ FadeInEffect: Byte; //Effect for Line Fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos
+ FadeOutEffect: Byte; //Effect for Line Fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards
+ }
+
+ UseLinearFilter:Boolean; //Should Linear Tex Filter be used
+
+ // song specific settings
+ BPM: Real;
+ Resolution: Integer;
+
+
+ // properties to easily read options of this class
+ property LineinQueue: Boolean read inQueue; // line in queue?
+ property LineCounter: Word read LCounter; // lines that were progressed so far (after last clear)
+
+ Procedure AddLine(Line: PLine); // adds a line to the queue, if there is space
+ Procedure Draw (Beat: Real); // draw the current (active at beat) lyrics
+
+ Procedure Clear (const cBPM: Real = 0; // clears all cached song specific information
+ const cResolution: Integer = 0);
+
+ Constructor Create; overload;
+ Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload;
+ Procedure LoadTextures;
+ Destructor Destroy; override;
+ end;
+
+implementation
+
+uses SysUtils,
+ USkins,
+ TextGL,
+ UGraphic,
+ UDisplay,
+ math,
+ UIni;
+
+//-----------
+//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
+//-----------
+procedure glColorRGB(Color: TRGB); overload;
+begin
+ glColor3f(Color.R, Color.G, Color.B);
+end;
+
+procedure glColorRGB(Color: TRGB; Alpha: Real); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Alpha);
+end;
+
+procedure glColorRGB(Color: TRGBA); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Color.A);
+end;
+
+procedure glColorRGB(Color: TRGBA; Alpha: Real); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Min(Color.A, Alpha));
+end;
+
+
+
+//---------------
+// Create - Constructor, just get Memory
+//---------------
+Constructor TLyricEngine.Create;
+begin
+ inherited;
+
+ BPM := 0;
+ Resolution := 0;
+ LCounter := 0;
+ inQueue := False;
+
+ UpperLine.Done := True;
+ LowerLine.Done := True;
+ QueueLine.Done := True;
+ PUpperline:=@UpperLine;
+ PLowerLine:=@LowerLine;
+ PQueueLine:=@QueueLine;
+
+ UseLinearFilter := True;
+ LastDrawBeat:=0;
+end;
+
+Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
+begin
+ Create;
+ UpperLineX := ULX;
+ UpperLineW := ULW;
+ UpperLineY := ULY;
+ UpperLineSize := Trunc(ULS);
+
+ LowerLineX := LLX;
+ LowerLineW := LLW;
+ LowerLineY := LLY;
+ LowerLineSize := Trunc(LLS);
+ LoadTextures;
+end;
+
+
+//---------------
+// Destroy - Frees Memory
+//---------------
+Destructor TLyricEngine.Destroy;
+begin
+ inherited;
+end;
+
+//---------------
+// Clear - Clears all cached Song specific Information
+//---------------
+Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
+begin
+ BPM := cBPM;
+ Resolution := cResolution;
+ LCounter := 0;
+ inQueue := False;
+
+ UpperLine.Done := True;
+ LowerLine.Done := True;
+ QueueLine.Done := True;
+
+ PUpperline:=@UpperLine;
+ PLowerLine:=@LowerLine;
+ PQueueLine:=@QueueLine;
+
+ LastDrawBeat:=0;
+end;
+
+
+//---------------
+// LoadTextures - Load Player Textures and Create Lyric Textures
+//---------------
+Procedure TLyricEngine.LoadTextures;
+var
+ I: Integer;
+
+ function CreateLineTex: glUint;
+ var
+ PTexData: Pointer;
+ begin
+ try
+ // get memory
+ GetMem(pTexData, 1024*64*4);
+
+ // generate and bind Texture
+ glGenTextures(1, @Result);
+ glBindTexture(GL_TEXTURE_2D, Result);
+
+ // get texture memeory
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ if UseLinearFilter then
+ begin
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ end;
+
+ finally
+ // free unused memory
+ FreeMem(pTexData);
+ end;
+ end;
+begin
+
+ // lyric indicator (bar that indicates when the line start)
+ IndicatorTex := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+
+ // ball for current word hover in ball effect
+ BallTex := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, 0);
+
+ // duet mode: load player icon
+ For I := 0 to 5 do
+ begin
+ PlayerIconTex[I][0] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ PlayerIconTex[I][1] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ end;
+
+ // create line textures
+ UpperLine.Tex := CreateLineTex;
+ LowerLine.Tex := CreateLineTex;
+ QueueLine.Tex := CreateLineTex;
+end;
+
+
+//---------------
+// AddLine - Adds LyricLine to queue
+//---------------
+Procedure TLyricEngine.AddLine(Line: PLine);
+var
+ LyricLine: PLyricLine;
+ countNotes: Cardinal;
+ Viewport: Array[0..3] of Integer;
+
+ PosX: Real;
+ I: Integer;
+
+ function CalcWidth(LyricLine: PLyricLine): Real;
+ begin
+ Result := glTextWidth(PChar(LyricLine.Text));
+
+ Result := Result + (LyricLine.CountFreestyle * 10);
+
+ // if the line ends with a freestyle not, then leave the place to finish to draw the text italic
+ if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then
+ Result := Result + 12;
+ end;
+begin
+ // only add lines, if there is space
+ If not LineinQueue then
+ begin
+ // set pointer to line to write
+
+ If (LineCounter = 0) then
+ LyricLine := PUpperLine
+ else if (LineCounter = 1) then
+ LyricLine := PLowerLine
+ else
+ begin
+ LyricLine := PQueueLine;
+
+ //now there is a queued line
+ inQueue := True;
+ end;
+ end
+ else
+ begin // rotate lines (round-robin-like)
+ LyricLine := PUpperLine;
+ PUpperLine := PLowerLine;
+ PLowerLine := PQueueLine;
+ PQueueLine := LyricLine;
+ end;
+
+ // sentence has notes?
+ If Line = nil then
+ begin
+ // reset all values, if the new line is nil (lines after the last line)
+ LyricLine.Start := 0;
+ LyricLine.Length := 0;
+ LyricLine.CurWord := -1;
+ LyricLine.LastLine := False;
+ LyricLine.Width := 0;
+ SetLength(LyricLine.Words, 0);
+ end
+ else if Length(Line.Note) > 0 then
+ begin
+ // copy values from SongLine to LyricLine
+ CountNotes := High(Line.Note);
+ LyricLine.Start := Line.Note[0].Start;
+ LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Length - LyricLine.Start;
+ LyricLine.CurWord := -1;
+ LyricLine.LastLine := Line.LastLine;
+
+ // default values - set later
+ LyricLine.HasFreestyle := False;
+ LyricLine.CountFreestyle := 0;
+ LyricLine.Text := '';
+
+ // duet mode: players of that line
+ LyricLine.Players := 127;
+
+ //copy words
+ SetLength(LyricLine.Words, CountNotes + 1);
+ For I := 0 to CountNotes do
+ begin
+ LyricLine.Words[I].Start := Line.Note[I].Start;
+ LyricLine.Words[I].Length := Line.Note[I].Length;
+ LyricLine.Words[I].Text := Line.Note[I].Text;
+ LyricLine.Words[I].Freestyle := Line.Note[I].NoteType = ntFreestyle;
+
+ LyricLine.HasFreestyle := LyricLine.HasFreestyle OR LyricLine.Words[I].Freestyle;
+ LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text;
+
+ if (I > 0) AND LyricLine.Words[I-1].Freestyle AND not LyricLine.Words[I].Freestyle then
+ Inc(LyricLine.CountFreestyle);
+ end;
+
+ // set font params
+ SetFontStyle(FontStyle);
+ SetFontPos(0, 0);
+ LyricLine.Size := UpperLineSize;
+ SetFontSize(LyricLine.Size);
+ SetFontItalic(False);
+ glColor4f(1, 1, 1, 1);
+
+ // change fontsize to fit the screen
+ LyricLine.Width := CalcWidth(LyricLine);
+ while (LyricLine.Width > UpperLineW) do
+ begin
+ Dec(LyricLine.Size);
+
+ if (LyricLine.Size <=1) then
+ Break;
+
+ SetFontSize(LyricLine.Size);
+ LyricLine.Width := CalcWidth(LyricLine);
+ end;
+
+ // create LyricTexture - prepare OpenGL
+ glGetIntegerv(GL_VIEWPORT, @ViewPort);
+ glClearColor(0.0,0.0,0.0,0.0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ glViewPort(0,0,800,600);
+
+ // set word positions and line size
+ PosX := 0;
+ for I := 0 to High(LyricLine.Words) do
+ begin
+ with LyricLine.Words[I] do
+ begin
+ SetFontItalic(Freestyle);
+
+ X := PosX;
+
+ //Draw Lyrics
+ SetFontPos(PosX, 0);
+ glPrint(PChar(Text));
+
+ Width := glTextWidth(PChar(Text));
+ if (I < High(LyricLine.Words)) AND Freestyle AND not LyricLine.Words[I+1].Freestyle then
+ Width := Width + 10
+ else
+ if (I = High(LyricLine.Words)) AND Freestyle then
+ Width := Width + 12;
+ PosX := PosX + Width;
+ end;
+ end;
+ end
+ else
+ begin
+ // create LyricTexture - prepare OpenGL
+ glGetIntegerv(GL_VIEWPORT, @ViewPort);
+ glClearColor(0.0,0.0,0.0,0.0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ glViewPort(0,0,800,600);
+ end;
+
+ //for debugging, is this used anymore?
+ //Display.ScreenShot;
+
+ //Copy to Texture
+ glEnable(GL_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0);
+ glDisable(GL_ALPHA);
+
+ //Clear Buffer
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]);
+
+ //Increase the Counter
+ Inc(LCounter);
+end;
+
+
+//---------------
+// Draw - Procedure Draws Lyrics; Beat is curent Beat in Quarters
+// Draw just manage the Lyrics, drawing is done by a call of DrawLyrics
+//---------------
+Procedure TLyricEngine.Draw (Beat: Real);
+begin
+ DrawLyrics(Beat);
+ LastDrawBeat := Beat;
+end;
+
+//---------------
+// DrawLyrics(private) - Helper for Draw; main Drawing procedure
+//---------------
+procedure TLyricEngine.DrawLyrics (Beat: Real);
+begin
+ DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat);
+ DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, Beat);
+end;
+
+//---------------
+// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon
+//---------------
+procedure TLyricEngine.DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
+var IEnabled: Byte;
+begin
+ Case Enabled of
+ True: IEnabled := 0;
+ False: IEnabled := 1;
+ end;
+
+ try
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum);
+
+ glColor4f(1,1,1,Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, 1); glVertex2f(X, Y + Size);
+ glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size);
+ glTexCoord2f(1, 0); glVertex2f(X + Size, Y);
+ glEnd;
+
+ finally
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+//---------------
+// DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed
+//---------------
+procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real);
+begin
+ try
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
+
+ glColor4f(1,1,1, Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall);
+ glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20);
+ glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20);
+ glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall);
+ glEnd;
+
+ finally
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+//---------------
+// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
+//---------------
+procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
+var
+ CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
+ FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics
+ Progress: Real; // progress of singing the current word
+ LyricX: Real; // left
+ LyricX2: Real; // right
+ LyricY: Real; // top
+ LyricsHeight: Real; // height the lyrics are displayed
+ Alpha: Real; // alphalevel to fade out at end
+
+ {// duet mode
+ IconSize: Real; // size of player icons
+ IconAlpha: Real; // alpha level of player icons
+ }
+begin
+ // lines with a width lower than 0, have not to be draw
+ if Line^.Width <= 0 then
+ exit;
+
+ // this is actually a bit more than the real font size
+ // it helps adjusting the "zoom-center"
+ LyricsHeight:=30.5 * (Line^.Size/10);
+
+ {
+ // duet mode
+ IconSize := (2 * Size);
+ IconAlpha := Frac(Beat/(Resolution*4));
+
+ DrawPlayerIcon (0, True, X, Y + (42 - IconSize) / 2 , IconSize, IconAlpha);
+ DrawPlayerIcon (1, True, X + IconSize + 1, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ }
+
+ LyricX := X+W/2 - Line^.Width/2;
+ LyricX2 := LyricX + Line^.Width;
+
+ // maybe center smaller lines
+ //LyricY := Y;
+ LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2;
+
+ Alpha := 1;
+
+ // word in the sentence is active?
+ if (Line^.Start < Beat) then
+ begin
+ // if this line just got active, then CurWord is still -1
+ // this means, we should try to make the first word active
+ // then we check if the current active word is still meant to be active
+ // if not, we proceed to the next word
+ if Line^.CurWord = -1 then
+ Line^.CurWord:=0;
+
+ if (Line^.CurWord < High(Line^.Words)) AND (Beat >= (Line^.Words[Line^.CurWord + 1].Start)) then
+ Line^.CurWord:=Line^.CurWord+1;
+
+ FreestyleDiff := 0;
+
+ // last word of this line finished, but this line did not hide
+ if (Line^.CurWord > High(Line^.Words)) then
+ begin
+ CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width;
+ CurWordEnd := CurWordStart;
+
+ // fade out last line
+ if Line^.LastLine then
+ begin
+ Alpha := 1 - (Beat - (Line^.Words[High(Line^.Words)].Start + Line^.Words[High(Line^.Words)].Length)) / 15;
+ if (Alpha < 0) then
+ Alpha := 0;
+ end;
+ end
+ else
+ begin
+ with Line^.Words[Line^.CurWord] do
+ begin
+ Progress := (Beat - Start) / Length;
+ if Progress >= 1 then
+ Progress := 1;
+
+ if Progress <= 0 then
+ Progress := 0;
+
+ CurWordStart:=X;
+ CurWordEnd:=X+Width;
+
+ // Slide Effect
+ // simply paint the active texture to the current position
+ if Ini.LyricsEffect = 2 then
+ begin
+ CurWordStart := CurWordStart + Width * progress;
+ CurWordEnd := CurWordStart;
+ end;
+
+ if (Line^.CurWord < High(Line^.Words)) AND Freestyle AND not Line^.Words[Line^.CurWord + 1].Freestyle then
+ begin
+ FreestyleDiff := 2;
+ end
+ else
+ if Freestyle then
+ begin
+ FreestyleDiff := 12;
+ CurWordStart := CurWordStart - 1;
+ CurWordEnd := CurWordEnd - 2;
+ end;
+ end;
+ end;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, Line^.Tex);
+
+ // draw sentence up to current word
+ if (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
+ // ball lyric effect - only highlight current word and not that ones before in this line
+ glColorRGB(LineColor_en, Alpha)
+ else
+ glColorRGB(LineColor_act, Alpha);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
+ glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
+ glEnd;
+
+ // draw rest of sentence
+ glColorRGB(LineColor_en);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
+ glEnd;
+
+ // draw active word:
+ // type 0: simple lyric effect
+ // type 3: ball lyric effect
+ // type 4: shift lyric effect
+ // only change the color of the current word
+ if (Ini.LyricsEffect = 0) or (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
+ begin
+ { // maybe fade in?
+ glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
+ glBegin(GL_QUADS);
+ glTexCoord2f(CurWordStart/1024, 1); glVertex2f(LyricX+CurWordStart, Y);
+ glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, Y + 64);
+ glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, Y + 64);
+ glTexCoord2f(CurWordEnd/1024, 1); glVertex2f(LyricX+CurWordEnd, Y);
+ glEnd;
+ }
+
+ if (Ini.LyricsEffect = 4) then
+ LyricY := LyricY - 8 * (1-progress);
+
+ glColor3f(LineColor_act.r,LineColor_act.g,LineColor_act.b);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
+ glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64);
+ glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
+ glEnd;
+
+ if (Ini.LyricsEffect = 4) then
+ LyricY := LyricY + 8 * (1-progress);
+ end
+
+ // draw active word:
+ // type 1: zoom lyric effect
+ // change color and zoom current word
+ else if Ini.LyricsEffect = 1 then
+ begin
+ glPushMatrix;
+ glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,LyricY+LyricsHeight/2,0);
+ glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0);
+ glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glEnd;
+ glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glEnd;
+ glPopMatrix;
+ end;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ if Ini.LyricsEffect = 3 then
+ DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi), Alpha);
+ end
+ else
+ begin
+ // draw complete inactive sentence if line hasn't started but is already shown
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Line^.Tex);
+
+ glColorRGB(LineColor_dis);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
+ glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+
+end.
+