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Diffstat (limited to 'Game/Code/Classes/ULyrics.pas')
-rw-r--r-- | Game/Code/Classes/ULyrics.pas | 715 |
1 files changed, 0 insertions, 715 deletions
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas deleted file mode 100644 index 165084a8..00000000 --- a/Game/Code/Classes/ULyrics.pas +++ /dev/null @@ -1,715 +0,0 @@ -unit ULyrics; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses OpenGL12, - UTexture, - UThemes, - UMusic; - -type - TLyricWord = record - X: Real; //X Pos of the Word - Width: Real; //Width of the Text - TexPos: Real; //Pos of the Word (0 to 1) in the Sentence Texture - TexWidth: Real; //width of the Word in Sentence Texture (0 to 1) - Start: Cardinal; //Start of the Words in Quarters (Beats) - Length: Cardinal; //Length of the Word in Quarters - Text: String; //Text of this Word - Freestyle: Boolean; //Is this Word Freestyle - end; - ALyricWord = array of TLyricWord; - - PLyricLine = ^TLyricLine; - TLyricLine = record - Text: String; //Text of the Line - Tex: glUInt; //Texture of the Text from this Line - Width: Real; //Width of the Lyricline in Tex - Size: Byte; //Size of the Font in the Texture - Words: ALyricWord; //Words from this Line - CurWord: Integer; //current active word (only valid if line is active) - Start: Cardinal; //Start in Quarters of teh Line - Length: Cardinal; //Length in Quarters (From Start of First Note to the End of Last Note) - Freestyle: Boolean; //Complete Line is Freestyle ? - Players: Byte; //Which Players Sing this Line (1: Player1; 2: Player2; 4: Player3; [..]) - Done: Boolean; //Is Sentence Sung - end; - - TLyricEngine = class - private - EoLastSentence: Real; //When did the Last Sentence End (in Beats) - LastDrawBeat: Real; - UpperLine: TLyricLine; //Line in the Upper Part of the Lyric Display - LowerLine: TLyricLine; //Line in the Lower Part of teh Lyric Display - QueueLine: TLyricLine; //Line that is in Queue and will be added when next Line is Finished - PUpperLine, PLowerLine, PQueueLine: PLyricLine; - - IndicatorTex: TTexture; //Texture for Lyric Indikator(Bar that indicates when the Line start) - BallTex: TTexture; //Texture of the Ball for cur. Word hover in Ballmode - PlayerIconTex: array[0..5] of //Textures for PlayerIcon Index: Playernum; Index2: Enabled/Disabled - array [0..1] of - TTexture; - - inQueue: Boolean; - LCounter: Word; - - //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); - 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 - - HoverEffekt: Byte; //Effekt of Hovering active Word: 0 - one selection, 1 - long selection, 2 - one selection with fade to normal text, 3 - long selection with fade with color from left - FadeInEffekt: Byte; //Effekt for Line Fading in: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards from Bottom to Pos - FadeOutEffekt: Byte; //Effekt for Line Fading out: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards - - UseLinearFilter:Boolean; //Should Linear Tex Filter be used - - //Song specific Settings - BPM: Real; - Resolution: Integer; - - - //properties to easily update this Class within other Parts of Code - property LineinQueue: Boolean read inQueue; //True when there is a Line in Queue - property LineCounter: Word read LCounter; //Lines that was Progressed so far (after last Clear) - - Constructor Create; overload; //Constructor, just get Memory - Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload; - Procedure LoadTextures; //Load Player Textures and Create - - Procedure AddLine(Line: PLine); //Adds a Line to the Queue if there is Space - Procedure Draw (Beat: Real); //Procedure Draws Lyrics; Beat is curent Beat in Quarters - Procedure Clear (const cBPM: Real = 0; const cResolution: Integer = 0); //Clears all cached Song specific Information - - Destructor Free; //Frees Memory - end; - -const LyricTexStart = 2/512; - -implementation - -uses SysUtils, - USkins, - TextGL, - UGraphic, - UDisplay, - dialogs, - math; - -//----------- -//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: TRGBA); overload; -begin - glColor4f(Color.R, Color.G, Color.B, Color.A); -end; - - - -//--------------- -// Create - Constructor, just get Memory -//--------------- -Constructor TLyricEngine.Create; -begin - 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; - {$IFDEF DARWIN} - // eddie: Getting range check error with NAN on OS X: - LastDrawBeat:=0; - {$ELSE} - LastDrawBeat:=NAN; - {$ENDIF} -end; - -Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); -begin - Create; - UpperLineX := ULX; - UpperLineW := ULW; - UpperLineY := ULY; - UpperLineSize := Trunc(ULS); - - LowerLineX := LLX; - LowerLineW := LLW; - LowerLineY := LLY; - LowerLineSize := Trunc(LLS); - LoadTextures; -end; - - -//--------------- -// Free - Frees Memory -//--------------- -Destructor TLyricEngine.Free; -begin - -end; - -//--------------- -// Clear - Clears all cached Song specific Information -//--------------- -Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer); -begin - BPM := cBPM; - Resolution := cResolution; - LCounter := 0; - inQueue := False; - - UpperLine.Done := True; - LowerLine.Done := True; - QueueLine.Done := True; - - PUpperline:=@UpperLine; - PLowerLine:=@LowerLine; - PQueueLine:=@QueueLine; - {$IFDEF DARWIN} - // eddie: Getting range check error with NAN on OS X: - LastDrawBeat:=0; - {$ELSE} - LastDrawBeat:=NAN; - {$ENDIF} -end; - - -//--------------- -// LoadTextures - Load Player Textures and Create Lyric Textures -//--------------- -Procedure TLyricEngine.LoadTextures; -var - I: Integer; - PTexData: Pointer; - - function CreateLineTex: glUint; - begin - GetMem(pTexData, 1024*64*4); //get Memory to save Tex in - - //generate and bind Texture - glGenTextures(1, @Result); - glBindTexture(GL_TEXTURE_2D, Result); - - //Get Memory - 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; - - //Free now unused Memory - FreeMem(pTexData); - end; -begin - //Load Texture for Lyric Indikator(Bar that indicates when the Line start) - IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF); - - //Load Texture of the Ball for cur. Word hover in Ballmode - BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF); - - //Load PlayerTexs - For I := 0 to 1 do - begin - PlayerIconTex[I][0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0); - PlayerIconTex[I][1] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0); - end; - - //atm just unset other texs - For I := 2 to 5 do - begin - PlayerIconTex[I][0].TexNum := high(Cardinal); //Set to C's -1 - PlayerIconTex[I][1].TexNum := high(Cardinal); - end; - - //Create LineTexs - UpperLine.Tex := CreateLineTex; - LowerLine.Tex := CreateLineTex; - QueueLine.Tex := CreateLineTex; -end; - - -//--------------- -// AddLine - Adds LyricLine to queue -//--------------- -Procedure TLyricEngine.AddLine(Line: PLine); -var - LyricLine: PLyricLine; - I: Integer; - countNotes: Cardinal; - PosX: Real; - Viewport: Array[0..3] of Integer; -begin - //Only Add Lines if there is enough space - If not LineinQueue then - begin - //Set Pointer to Line to Write - If (LineCounter = 0) then - LyricLine := PUpperLine //Set Upper Line - else if (LineCounter = 1) then - LyricLine := PLowerLine //Set Lower Line - else - begin - LyricLine := PQueueLine; //Set Queue Line - inQueue := True; //now there is a Queued Line - end; - end - else - begin // rotate lines (round-robin-like) - LyricLine:=PUpperLine; - PUpperLine:=PLowerLine; - PLowerLine:=PQueueLine; - PQueueLine:=LyricLine; - end; - - //Check if Sentence has Notes - If (Length(Line.Nuta) > 0) then - begin - //Copy Values from SongLine to LyricLine - CountNotes := high(Line.Nuta); - LyricLine.Start := Line.Nuta[0].Start; - LyricLine.Length := Line.Nuta[CountNotes].Start + Line.Nuta[CountNotes].Dlugosc - LyricLine.Start; - LyricLine.Freestyle := True; //is set by And Notes Freestyle while copying Notes - LyricLine.Text := ''; //Also Set while copying Notes - LyricLine.Players := 127; //All Players for now, no Duett Mode available - LyricLine.CurWord:=-1; // inactive line - so no word active atm - //Copy Words - SetLength(LyricLine.Words, CountNotes + 1); - For I := 0 to CountNotes do - begin - LyricLine.Freestyle := LyricLine.Freestyle AND Line.Nuta[I].FreeStyle; - LyricLine.Words[I].Start := Line.Nuta[I].Start; - LyricLine.Words[I].Length := Line.Nuta[I].Dlugosc; - LyricLine.Words[I].Text := Line.Nuta[I].Tekst; - LyricLine.Words[I].Freestyle := Line.Nuta[I].FreeStyle; - LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text - 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 := glTextWidth(PChar(LyricLine.Text)); - While (LyricLine.Width > UpperLineW) do - begin - Dec(LyricLine.Size); - - if (LyricLine.Size <=1) then - Break; - - SetFontSize(LyricLine.Size); - LyricLine.Width := glTextWidth(PChar(LyricLine.Text)); - end; - - //Set Word Positions and Line Size - PosX := 0 {LowerLineX + LowerLineW/2 + 80 - LyricLine.Width/2}; - For I := 0 to High(LyricLine.Words) do - begin - LyricLine.Words[I].X := PosX; - LyricLine.Words[I].Width := glTextWidth(PChar(LyricLine.Words[I].Text)); - LyricLine.Words[I].TexPos := (PosX+1) / 1024; - LyricLine.Words[I].TexWidth := (LyricLine.Words[I].Width-1) / 1024; - - PosX := PosX + LyricLine.Words[I].Width; - end; - - - //Create LyricTexture - //Prepare Ogl - 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); - - //Draw Lyrics - SetFontPos(0, 0); - glPrint(PChar(LyricLine.Text)); - - 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]); - - end; - - //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; - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum); - - glColor4f(1,1,1,Alpha); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X, Y); - glTexCoord2f(0, 1); glVertex2f(X, Y + Size); - glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size); - glTexCoord2f(1, 0); glVertex2f(X + Size, Y); - glEnd; - - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); -end; -//--------------- -// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine -//--------------- -procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real); -var - I: Integer; -// CurWord: Integer; - CurWordStartTx, - CurWordEndTx: Real; // texture-coordinates of start and end of current word - CurWordStart, - CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence - Progress: Real; - LyricX: Real; //Left Corner on X Axis - LyricX2: Real;//Right Corner " " - LyricScale: Real; //Up or Downscale the Lyrics need <- ??? - IconSize: Real; - IconAlpha: Real; - - mybeat:string; - mywidth:real; - realfontsize:real; -begin -{ SetFontStyle(FontStyle); - SetFontSize(Size); - glColor4f(1, 1, 1, 1); - - // line start beat - SetFontPos(50, Y-500); - mybeat:=inttostr(trunc(line^.start*100)); - glPrint(addr(mybeat[1])); - - // current beat - SetFontPos(250, Y-500); - mybeat:=inttostr(trunc(beat*100)); - glPrint(addr(mybeat[1])); - - // current beat - SetFontPos(450, Y-500); - mybeat:=inttostr(trunc((line^.start+line^.length)*100)); - glPrint(addr(mybeat[1])); -} - - // what is this for? - LyricScale := Size / Line.Size; - - //Draw Icons - IconSize := (2 * Size); - //IconAlpha := 1; - IconAlpha := Frac(Beat/(Resolution*4)); - - {DrawPlayerIcon (0, True, X, Y, IconSize, IconAlpha); - DrawPlayerIcon (1, True, X + IconSize + 1, Y, IconSize, IconAlpha); - DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y, IconSize, IconAlpha);} - - //Check if a Word in the Sentence is active - if ((Line^.Start < Beat) and (Beat < Line^.Start + Line^.Length)) 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 not ((Beat < (Line^.Words[Line^.CurWord].Start+Line^.Words[Line^.CurWord].Length))) then - Line^.CurWord:=Line^.CurWord+1; - -// !!TODO: make sure, it works if the sentence is still enabled, after last word was active -// if Line^.CurWord > high(Line^.Words) then Line^.CurWord:=-2; - - with Line^.Words[Line^.CurWord] do - begin - Progress:=(Beat-Start)/Length; - CurWordStartTx:=TexPos; - CurWordEndTx:=TexPos+TexWidth; - CurWordStart:=X; - CurWordEnd:=X+Width; - end; - - //Get Start Position: - { Start of Line - Width of all Icons + LineWidth/2 (Center} -// LyricX := X + {(W - ((IconSize + 1) * 6))/2 + ((IconSize + 1) * 3) +} (W/2); - LyricX:=X+W/2; - LyricX2 := LyricX + Line^.Width/2; - LyricX:=LyricX - Line^.Width/2; - - //Draw complete Sentence - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - -{ glColor4f(0,1,0.1,0.1); - glBegin(GL_QUADS); - glVertex2f(X+W/2, Y); - glVertex2f(X+W/2, Y + line^.size*3.5); - glVertex2f(X+W/2+line^.width/2, Y + line^.size*3.5); - glVertex2f(X+W/2+line^.width/2, Y); - glEnd; - glColor4f(0,1,0,0.1); - glBegin(GL_QUADS); - glVertex2f(X+W/2-line^.width/2, Y); - glVertex2f(X+W/2-line^.width/2, Y + line^.size*3.5); - glVertex2f(X+W/2, Y + line^.size*3.5); - glVertex2f(X+W/2, Y); - glEnd; - - // draw whole sentence - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, Line^.Tex); - - glColorRGB(LineColor_en); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(LyricX, Y); - glTexCoord2f(0, 0); glVertex2f(LyricX, Y + 64); - glTexCoord2f(Line^.Width/512, 0); glVertex2f(LyricX2, Y + 64); - glTexCoord2f(Line^.Width/512, 1); glVertex2f(LyricX2, Y); - glEnd; -} - - // this is actually a bit more than the real font size - // it helps adjusting the "zoom-center" - realfontsize:=30 * (Line^.Size/10)+16; - // draw sentence up to current word - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, Line^.Tex); - - glColorRGB(LineColor_act); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(LyricX, Y); - glTexCoord2f(0, 1-realfontsize/64); glVertex2f(LyricX, Y + realfontsize); - glTexCoord2f(CurWordStartTx, 1-realfontsize/64); glVertex2f(LyricX+CurWordStart, Y + realfontsize); - glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y); - glEnd; - -{ // draw active word - type 1: farbwechsel - HoverEffect=3 oder so? - glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress); - glBegin(GL_QUADS); - glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y); - glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, Y + 64); - glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, Y + 64); - glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y); - glEnd; - glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,progress); - glBegin(GL_QUADS); - glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y); - glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, Y + 64); - glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, Y + 64); - glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y); - glEnd; -} - - // draw active word - type 2: zoom + farbwechsel - HoverEffect=4 ??? - glPushMatrix; - glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,Y+realfontsize/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(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -realfontsize/2); - glTexCoord2f(CurWordStartTx+0.0001, 1-realfontsize/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + realfontsize/2); - glTexCoord2f(CurWordEndTx-0.0001, 1-realfontsize/64); glVertex2f((CurWordEnd-CurWordStart)/2, + realfontsize/2); - glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -realfontsize/2); - glEnd; - glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1); - glBegin(GL_QUADS); - glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -realfontsize/2); - glTexCoord2f(CurWordStartTx+0.0001, 1-realfontsize/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + realfontsize/2); - glTexCoord2f(CurWordEndTx-0.0001, 1-realfontsize/64); glVertex2f((CurWordEnd-CurWordStart)/2, + realfontsize/2); - glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -realfontsize/2); - glEnd; - glPopMatrix; - - // draw rest of sentence - glColorRGB(LineColor_en); - glBegin(GL_QUADS); - glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y); - glTexCoord2f(CurWordEndTx, 1-realfontsize/64); glVertex2f(LyricX+CurWordEnd, Y + realfontsize); - glTexCoord2f(Line^.Width/1024, 1-realfontsize/64); glVertex2f(LyricX2, Y + realfontsize); - glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, Y); - glEnd; - - - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - -{ SetFontPos(50, Y); - SetFontSize(9); - mybeat:=line^.words[line^.CurWord].text; - mybeat:=inttostr(trunc(Fonts[actfont].Tex.H)); - glPrint(addr(mybeat[1])); -} - end - else - begin - //Get Start Position: - { Start of Line - Width of all Icons + LineWidth/2 (Center} -// LyricX := X + {(W - ((IconSize + 1) * 6))/2 + ((IconSize + 1) * 3) +} (W/2); - LyricX:=X+W/2; - LyricX2 := LyricX + Line^.Width/2; - LyricX:=LyricX - Line^.Width/2; - - //Draw complete Sentence - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Line^.Tex); - - realfontsize:=30 * (Line^.Size/10)+16; - - glColorRGB(LineColor_dis); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(LyricX, Y); - glTexCoord2f(0, 1-realfontsize/64); glVertex2f(LyricX, Y + realfontsize); - glTexCoord2f(Line^.Width/1024, 1-realfontsize/64); glVertex2f(LyricX2, Y + realfontsize); - glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, Y); - glEnd; - - glDisable(GL_TEXTURE_2D); -{ glColor4f(0,0,0,0.1); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(LyricX, Y); - glTexCoord2f(0, 0); glVertex2f(LyricX, Y + line^.size*3.5); - glTexCoord2f(Line^.Width/512, 0); glVertex2f(LyricX2, Y + line^.size*3.5); - glTexCoord2f(Line^.Width/512, 1); glVertex2f(LyricX2, Y); - glEnd; -} - - glDisable(GL_BLEND); -// glDisable(GL_TEXTURE_2D); -{ SetFontPos(0, Y); - SetFontSize(9); - glColor4f(1,1,0,1); - mybeat:=inttostr(line^.size); - glPrint(addr(mybeat[1])); -{ mywidth:=gltextwidth(addr(mybeat[1])); - glEnable(GL_BLEND); - glColor4f(0,0,1,0.1); - glBegin(GL_QUADS); - glVertex2f(0,y); - glVertex2f(0,y+64); - glVertex2f(0+mywidth,y+64); - glVertex2f(0+mywidth,y); - glEnd; - glDisable(GL_BLEND); -} - - end; - - {//Search for active Word - For I := 0 to High(Line.Words) do - if (Line.Words[I].Start < Beat) then - begin - CurWord := I - 1; - end; - - if (CurWord < 0) then Exit; - - //Draw Part until cur Word - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}{, GL_ONE_MINUS_SRC_COLOR); - glBindTexture(GL_TEXTURE_2D, Line.Tex); - - glColorRGB(LineColor_en); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(X, Y); - glTexCoord2f(0, 0); glVertex2f(X, Y + 64 * W / 512); - glTexCoord2f(Line.Words[CurWord].TexPos, 0); glVertex2f(X + W, Y + 64 * W / 512); - glTexCoord2f(Line.Words[CurWord].TexPos, 1); glVertex2f(X + W, Y); - glEnd; - - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D);} -end; - - -end. - |